Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor. Reproduced in 4.7.6 binary, 4.9 Release (//depot/UE4 ...
When changing Time Dilation settings at runtime, it can cause vehicles to be thrown into the air and exhibit other odd physics behavior. This issue occurs when the Time Dilation is being set from sl ...
Adding a text render component to a blueprint through C++ at runtime crashes the standalone player. It does not have any effect on PIE. Also, this only seems to occur when the blueprint in question ...
When attempting to select multiple actors in the level that contain Child Actor Components, if you right-click to edit the properties of the selected actors, it will deselect any others that you hav ...
Opening the Reference Viewer for a level then right clicking on the level and selecting List Referenced Objects displays a message prompt stating "Object 'LevelName' doesn't refer to any non-ignored ...
Using the same import settings in UE4.8 and UE4.9 will result in a different number of frames of an animation being imported from the same FBX file. If you import the same fbx animation which in M ...
When a user sets up an unwrap using a space outside the original 0 to 1 space the unwrap will increasingly show errors of positioning. For Example, in the following images the lower left vertex of ...
In 4.8 preview 4, it appears that changes made to a landscape actor's CollisionThickness property in the editor are not being replicated in physX [...] It appears that what happens is that the engin ...
When using a SpeedTree asset in a scene with a Reflection Capture actor the baked static shadow from an asset will be captured, even though the asset will not due to using the SpeedTree node in the ...
When using a delegate variable as a function parameter, dragging off of the delegate pin of an associated function BP node to create a custom event will create a default custom event without the inp ...