In previous versions of UE4, Set Morph target to call the Inherited Mesh and would result in any children of the Inherited Mesh that shared that morph target name to morph. In UE4.9 this no longer ...
iOS icons have stopped working for Windows BP projects again; this does not occur on Mac. It also does not occur when using a source build from p4 (only on a binary build from the launcher). Note t ...
From Licensee: You can reproduce this in stock by doing the following:Make a new 5.1 project with a new WP map (it can be empty)Put some actors in some folders in the outliner and save them/reload ...
Lightmap sizes seem inconsistent after rotating a light source and rebuilding the lighting. This causes concern about file sizes when packaging the project that is using baked static lighting. The ...
The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
The samplerate of a track was compute with the following formula Equation 1: number of Key / animation Time This formula work only if we have animation keys that are time equidistant. example of ...
This issue may reference [Link Removed] which was recently fixed with 4.9 CL-2553675. When using the MoveComponentTo node physics do not work properly compared to other methods to move a component ...
Using a FOV other than 90 with Cast Modulated Shadows seems to cause a black screen and weird FOV issues on an iOS device, in 4.9.2. If the camera has FOV=90, it works fine on the iOS device. If th ...
UPDATE: 3/9/2015 Additional Information: User on thread https://answers.unrealengine.com/questions/186928/landscape-collison-issues-recreatelandscapecollisi.html reported workaround did not fix e ...
Niagara VectorFields do not function properly since "Fix CPU Access" changes are not persistently saved. After every Editor restart or reopening projects, the Niagara-VectorField driven Emitter and ...