Unneeded Slate Content Packaging with Projects

Tools - Jan 14, 2015

When packaging a blank blueprint project in the versions mentioned, it adds the 'Slate' folder content to the final packaged product. I am not sure this is intended as the user does not need any of ...

Editor Dirty flag not updated in Windows task bar until focus is returned

Tools - Jan 10, 2015

A Blueprint marked Dirty will appear in the Windows Task Bar with an asterisk beside its name. Saving this Blueprint will remove the Dirty flag, but the Task Bar will continue to show the BP as Dirt ...

Locking a selected Actor in a Level keeps the Actor highlighted when selecting another Actor

Tools - Jan 9, 2015

Locking a selected Actor in a Level keeps the Actor highlighted when selecting another Actor. ...

Crash in Standalone when using a Blueprint Library Function inside a Macro from a Macro Library

UE - Gameplay - Blueprint - Jan 9, 2015

Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...

Parent blueprint cannot cast 'self' to child blueprint - gets compile error on PIE

UE - Gameplay - Blueprint - Jan 8, 2015

When attempting to cast a parent actor to a child actor, if the parent uses "self" as the target of the cast the blueprint will compile, but when PIE is pressed a compile error will appear. ...

Clicking the Yellow Reset to Defaults Button on an exposed Value for struct Arrays always defaults to '0'

UE - Gameplay - Blueprint - Jan 8, 2015

When using the track builder plugin, the default settings for the track width starts at 1. However, when the yellow arrow is clicked to to restore the track back to default it sets it to zero instea ...

Large blueprint memory leak in project

UE - Gameplay - Blueprint - Jan 6, 2015

Attached project exposes memory leak in editor. Cause is not known but increases memory very quickly when running PIE. The amount of memory used does not return to normal after closing PIE and each ...

Destructible cannot change collision profile at runtime via Blueprints

UE - Simulation - Physics - Destruction - Jan 6, 2015

DESCRIPTION: When attempting to change the collision profile of a destructible via Blueprints it will not set appropriately. The collision profile set via the details panel for the individual object ...

Possible incorrect logical operator used in if statement in OnlineSessionInterfaceNull.cpp

UE - Networking - Dec 31, 2014

A user pointed out a possible mistaken use of the && operator instead of the || operator in an if statement in source code. In the FOnlineSessionNull::GetResolvedConnectString() function in OnlineSe ...

Delete Unused Variables deletes variables used in Child Blueprints

UE - Gameplay - Blueprint - Dec 30, 2014

[NickW] Should perform a search in children, at least warn if this will break children. — Delete Unused Variables deletes variables used in Child Blueprints. Note: Not only child blueprints. If ...