Event Dispatcher not being called in 4.6

UE - Gameplay - Blueprint - Dec 8, 2014

ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...

Shouldn't be able to add wildcard rerouters

UE - Gameplay - Blueprint - Dec 5, 2014

Dragging off the result of the Ease function and selecting Add Reroute Node creates a wildcard reroute node that is not connected to the Ease output. The two nodes cannot be connected. ...

Wildcard reroute nodes do not propagate data type changes through a chain of existing reroute nodes

UE - Gameplay - Blueprint - Dec 5, 2014

When two connected wildcard nodes are attached to a type input of another node, the wire and second wildcard node do not update their data types to match. Image attached. This can only occur when e ...

REINST error pertaining to circular logic is unclear as to the cause of the error

UE - Gameplay - Blueprint - Dec 5, 2014

The error messages for the REINST errors could be more descriptive. As of now the error does not appear to give enough information to the users to track down and solve the issue effectively. ...

The Editor may crash in PIE mode if the Engine was built from source code using the Debug Editor configuration.

UE - Gameplay - Blueprint - Dec 4, 2014

Building the Engine using Debug Editor configuration can result in a crash if a project is run in PIE mode. No crash occurs in the same project if the Engine is built using Development Editor config ...

Expand Node crashes engine

UE - Gameplay - Blueprint - Dec 4, 2014

The engine crashes when after right-click > Expand Node on any composite node. Crash Report: [Link Removed] ...

The Default Value for a Timespan variable resets whenever its Blueprint is compiled

UE - Gameplay - Blueprint - Nov 30, 2014

The Default Value for a Timespan variable resets to 00:00:00.000 whenever its Blueprint is compiled. ...

Renaming a custom component code class and performing a Hot Reload will cause the Editor to crash when a Blueprint containing an instance of that component class is opened.

UE - Gameplay - Blueprint - Nov 26, 2014

Renaming a custom ActorComponent class when that class is set as a component in a Blueprint and performing a Hot Reload will crash the Editor if the Blueprint is opened for editing after the project ...

Variables in other blueprints cannot be accessed in the context menu

UE - Gameplay - Blueprint - Nov 26, 2014

A variable in another Blueprint can't be accessed in the context menu from a reference to that Blueprint. ...

Altering Player Controller in Gamemode resets upon reloading project

UE - Gameplay - Blueprint - Nov 26, 2014

If a user sets the player controller to a custom Player Controller inside of a gamemode, then compiles, saves, and closes both the blueprint and the editor. Upon reloading the player controller in t ...