Custom UMG fonts do not show up correctly when launching to HTML5 from a packaged project. The fonts show up correctly for Windows packaged projects. ...
If a struct has a variable set to a class type, then the object of that class type is moved to a new folder in the editor, the struct will replace the class type with "class", which causes the edito ...
If a custom event has been deleted, the name used on that custom event will not be able to be used on other functions/variables. This can be seen on the video posted here; [Link Removed] ...
Notifies near the start of an animation do not trigger when played through slots with either the PlaySlotAnimationAsDynamicMontage or with a Montage. There could be other instances of this, but the ...
Get All Actors of Class is failing to report at Event Begin Play in a streamed level. Test project attached. This is a regression: did NOT occur in 4.8.3. Reproduced in 4.9.0 binary and Main (2678 ...
Actors attached to a Child Actor Component do not replicate movement on the Client. User's test project attached. Reproduced in 4.9.2 binary and Main (CL 2735029) ...
Continual ensures while playing this user's project: LogOutputDevice: === Handled error: === Ensure condition failed: CurrentDepthTexture [Link Removed] [Line: 650] Stack: UE4Editor-Core.dll!FWind ...
"Play" node in the Blueprint Editor does not restart the animation when it is triggered. Problem crops up when somebody wants to replay the animation assigned to the skeletal mesh more than once. ...
In the attached project, you'll find the NewChar_AnimBP. In the state machine, there is a "NotBoolean" node in the JumpingToFallingLoop transition that appears to be broken. At first, the NotBoo ...
Save On Compile options in the Compile dropdown menu are grayed out in the Level Blueprint. If Save On Compile is not an option for the Level BP, it might be helpful to have a separate tooltip expla ...