Transition ratio getter function not correct for interrupted transitions.

OLD - Anim - Apr 7, 2016

The transition ratio getter simply uses ElapsedTime/Crossfade for the alpha on the transition. Normally this is sufficient, although if you blend between two states A and B such that you interrupt ...

OnRep functions do not fire on the client

UE - Networking - Mar 15, 2015

OnRep functions do not fire on the client. Reproduced in 4.7.2 binary and Main (//depot/UE4/Promotable-CL-2478413) ...

Perforce setup with SSL on Linux fails

UE - Platform - Linux - Jul 20, 2015

Unable to connect project to Perforce using SSL on Linux. Linux uses stub libs for SSL rather than linking against full SSL libs. ...

Packaging a DLC Plugin Fails with "Couldn't Update Resources" Error

UE - Foundation - Core - Cooker - Mar 14, 2017

Attempting to package a plugin as DLC is failing with the following error message: Program.Main: ERROR: AutomationTool terminated with exception: System.Exception: Couldn't update resource However ...

Packaged plugins yield different results when opening a project it was added to depending on whether the Engine was built from source code or binary

Tools - Jun 8, 2017

Packaged plugins that are added to projects that were made with an Engine built from source code will indicate that the plugin .dll needs to be built. If the plugin was created and packaged using a ...

Changing the font size to a small size distorts the font

UE - Editor - UI Systems - Slate - Nov 14, 2017

There is issue occurring when changing the font size to a small size, doing this distorts the font when the size is below size 18. It is unknown if this intended behavior for how fonts are resized. ...

Crash inside GetActualComponentTemplate() during Blueprint nativization.

UE - Gameplay - Blueprint - Nov 15, 2017

Report of a crash happening during Blueprint nativization with a specific project, appears to be related to an inherited component template. Unable to repro in a new project. Callstack is noted. ...

Adding a StaticMeshComponent pointer to a derived StaticMeshComponent class has inconsistent behavior

UE - Gameplay - Components - Aug 6, 2015

Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...

Local Position Material Function failing to compile when Packaging for HTML5

UE - Platform - Mobile - Mar 25, 2016

After some extensive testing, I could not find any reason why the material function LocalPosition node was failing to compile and defaulting to the world grid material when Packaging for HTML5. I a ...

Categories do not save within Widget Blueprints after compiling

UE - Editor - UI Systems - Feb 13, 2015

If a variable is moved to a category outside of the default and then the user compiles the blueprint then the category will be erased and the variable will be put back in the category it was origina ...