If a project loses connection to perforce and is then closed, the editor will prompt to save changes. If any of those changes require checking out an asset, the editor will prompt to check out the ...
Licensee is adding a widget to the viewport overlay via AddViewportWidgetContent(). The widget receives mouse input when hovered. They return unhandled from all their widget's onmouse functions and ...
NAND is not an associative operation, so it should not use the markup that makes N+1 input nodes work by calling the underlying function N times. This was brought to light here: https://udn.unreale ...
With multiple Translucent Material sorted in 3-D space or via Transparency Sort Priority, if one of the materials uses refraction it will render on top of the others no matter position or sort prior ...
First of all, I'm not sure this is an issue with UE4, but I'm not familiar with Blender to rule this out. A user has reported an issue when importing a Rigged mesh from Blender it will add an addi ...
After creating a component blueprint (tested with SceneComponent / ActorComponent) the blueprint cannot be reparented to a custom classed inherited from ActorComponent. This seems inconsistent sinc ...
Although Asset Tabs will be restored, the option to "Restore Open Asset Tabs on Restart" in the Editor Preferences becomes unchecked after a crash thus causing the user to remember to select it afte ...
Going to an earlier point of a replay does not update to previous visibility state on an actor that was switched to not visible during demorec. Reproduced in 4.9.2 binary and Main (//UE4/Dev-Main C ...
Creating a blueprint class, and then creating a few children of that class ( in this case, 4) does not display them as available options when setting the default value of a variable of that blueprin ...
Licensee is encountering an issue where they would like a segment of a montage to end and hold the last frame for the remainder of the segment length. He is doing this by adjusting the End Time und ...