Upgrading a code project from 4.8 to 4.9 results in the selected startup project in the Visual Studio solution changing from the game project to the UE4 project. This results in unexpected behavior ...
Creating an event dispatcher and BlueprintImplementableEvent function with the same names causes a signature conflict inside the blueprint. The event dispatcher is then broken as it cannot be delet ...
SyncGroups Do Not Function between AnimSequences when Blend Time is 0 (zero) *It is quesitonable SyncGroups function between AnimSequences regardless of what the blend time is set to, but especiall ...
Weird behavior occurs when toggling Simulate Physics on physics actors by input instead of on BeginPlay. Multiple odd behaviors are present such as touching physics actors ignoring collision. Test ...
The Vive will sometime get locked to 60 FPS due to the window bleeding over into a second monitor. ...
When a blueprint that is based on a custom class is migrated from one project to another the references to the original class are held. This means that the blueprint is unusable in the new project, ...
Using "Set Bone Rotation by Name" in the construction script of a blueprint using poseable meshes incorrectly rotates the mesh. ...
When using SetActorPosition() on a WheeledVehicle, it does not affect it in any way. This worked previously in 4.8. This has also been tested in main CL# 2698791 This may be related with: https:// ...
On certain assets, specular element is showing lines on an asset. [Image Removed] I have attached a Maya and FBX file of an asset which demonstrates this issue. ...
Transition Notifies are available for selection in Event Graph of the Character Blueprint even though, apparently, they only function in the Event Graph of the AnimBlueprint. ...