User in the linked UDN reports that the parent BP update was not being called in an animation blueprint unless they hooked up the parent call. By default this call is greyed out in the graph and sh ...
Player input on the Client while Ejected during PIE will show on the Server (Editor) viewport and not on the Client window. Reproduced in 4.7.6 binary, 4.8.2 binary and Main (//depot/UE4/Promotable ...
9/19 VREditor sync notes: Should grey out the editor button while you're simulating ----------------------------------------- I noticed you can fix this issue by reseting the viewport by pressing t ...
A Function input's type is set as Wildcard by default if a Macro with a Wildcard input is created before the Function. Compiling will fail with an error. Reproduced in 4.8.3 binary, 4.9.0 binary, a ...
When you use the IsOverlappingActor node to determine whether or not something is overlapping another actor, it returns false regardless of whether or not you're actually overlapping another actor. ...
When using the Oculus Rift the user can look over one of the balcony's railings and see where one of the landscapes cuts off. This occurs on the Oculus headset. UE-40907 causes the Vive to clip th ...
Adjusting the RecatNavMesh in a map can cause the AI to not move when simulating or playing in viewport. Setting it back to the default value does not fix the issue. I can only reproduce this with ...
When using AttachToComponent at runtime, the attachment does not replicate properly for some clients. The relative transform/rotation is not maintained. The user who reported this issue mentioned th ...
We use the NumNonClothing section number to iterate in the sections, this is an error if the cloth sections are not at the end of the sections array. See the following picture of a search on NumNonC ...
CSM targets are still created and affect the InjectTranslucencyLightingVolume pass when moving in a project that only uses VSM causing over brightening of fog planes and other translucent meshes. r ...