Blendspace animations of morph targets play at a slightly but noticably different rate between the 4.8 and 4.9 version of the UE4. ...
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 ...
If an actor contains a custom SceneComponent that creates another component that is tagged with Transient and DuplicateTransient, deleting/un-deleting/deleting the actor again will cause the editor ...
When enabling BC7 compression format for a texture in a project that has SM4 disabled will result in the last two Mip Levels being gray. This happens on any texture size. The number o mip levels may ...
Using SetCollisionObjectType at runtime to change the collision channel of a character results in different results than expected. Project: [Link Removed] ...
Attempting to get the Relative Location of a component that once simulated physics, but has been dynamically set at runtime to not simulate physics returns the World Location instead until the actor ...
When creating a material and then overriding the textures on the new material instance, the unused textures are still included in the cooking process. ...
Static mesh with simulate physics does not update for clients joining after a session has started ...
When using shared samplers in the material do not adjust quality when adjusting the console variable or texture quality in Engine Scalability for SG.TextureQuality. Attached is an image for demons ...
Improve the mobile previewer by disabling mouseover events which are in addition to touch events. ...