Using IToolkit.h in a file causes the project to not compile because IToolkit.h requires additional include statements. Suggestion to add SlateBasics.h as an include to IToolkit.h so that it can co ...
The Custom Depth Stencil Pass when enabled in the Editor will not show any information in the Buffer Visualization on a Mac ...
A User is Spawning an actor, taking the skeletal mesh from it and is attaching a camera from another actor to a socket that is owned by the spawned mesh. This only happens if the camera that is move ...
Blendspace animations of morph targets play at a slightly but noticably different rate between the 4.8 and 4.9 version of the UE4. ...
Decals when rendered on a mobile device or via mobile preview will ignore the receives decal flag. In Editor:[Image Removed] Mobile Preview:[Image Removed] ...
If a user uses Alt-tab to change to another window, the ReceivedFocus and LostFocus functions are not called as they would usually be called when using something such as Shift+F1 or Ctrl+Esc. Note: ...
A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone. The following error is given: Can't save ../../../../../../UnrealEn ...
Visual logger cleanup should remove only redirections registered from that single world, leaving others intact (e.g. created for editor world) ...
After creating a new HUD blueprint class and calling it to render a translucent material, the material does not render at all. This is not the case with any other Blend Mode when called to render to ...
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 ...