If you 'Save All' after renaming an asset after it's creation, without any saves prior, it will appear in the windows explorer's content folder but will not be visible in the editor. ...
Creating a C++ class based on actor and adding components to it will build successfully and work as expected. However, creating two child blueprints of a parent that is based on that C++ class and p ...
Non local players cannot hear opponents footsteps and other various notifies, however, other sounds such as gunfire, etc. are present. Regression: User reports this issue is not present in the 4.8 ...
When you have the mouse cursor set to show in game, if you use shift+f1 to unlock the mouse, eject, and then attempt to click and move an actor using the transform gizmo, you are unable to do so. S ...
3D widgets attached to the camera render incorrectly when compared to the oculus rift. When the Widget is centered to the camera and attached to it in the Character BP the widget will render incorre ...
Decal Fade Out does not cause decal to fade as expected. Instead, after the delay and fade time, the actor is destroyed with no noticeable fade during this time period. ...
When using a Create Dynamic Material Instance node the Get Material node will plug into the World Context Object rather than the Parent input. This will cause a error to be thrown that does not allo ...
Blueprints with inherited Macros cannot save. Reproduced in 4.7.1 binary and Main (//depot/UE4/Promotable-CL-2455917) ...
Shown in the Behaviour Tree Graph, if the Dropdown menu's length exceeds the Behavior Tree Graph window, the menu will try to offset it's position in order to display all information and will flicke ...
If the Restart Game function is called in blueprints or code then the editor will crash when exiting PIE [Link Removed] ...