Float values do not show up on the curve editor when animating widgets

Sequencer - Sep 23, 2015

If the user has a float value that is exposed on a widget and that widget is added to another widget (via the user created) section, the the float value will not show up on the curve editor of any a ...

Engine Crashing with AMD R9 2 and 3 Series Cards

Rendering - Sep 23, 2015

Multiple users are reporting crashes in the Engine when using an AMD R9 380 and 390 series cards. There was a request to have these cards added to compat lab for testing, but have not heard any upd ...

Upgrading a code project from 4.8 to 4.9 results in the startup project in the Visual Studio solution changing from the game project to the UE4 project.

DevTools - UnrealBuildTool - Sep 22, 2015

Upgrading a code project from 4.8 to 4.9 results in the selected startup project in the Visual Studio solution changing from the game project to the UE4 project. This results in unexpected behavior ...

r.AllowStaticLighting=False causes Rendering Issues

Rendering - Sep 22, 2015

When setting a project to only use dynamic lighting with the console variable r.AllowStaticLighting=false, the rendering of a Skeletal Mesh in Persona is corrupted. r.AllowStaticLighting=False: in ...

Blueprint Implementable Events and Event dispatchers with the same name break the event dispatcher.

Gameplay - Blueprint - Sep 22, 2015

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 ...

Sound Track in Matinee Ignoring Track Location and Playing Audio at Beginning of Sound Wave/Cue

Tools - Sep 22, 2015

When scrubbing the Matinee handle with a Sound Track added, no matter the location of the handle, the sound wave associated will play from the beginning of the audio file. Tested in 4.8.3 - 2634408 ...

SyncGroups Do Not Function between AnimSequences when Blend Time is 0

Anim - Animation - Sep 22, 2015

SyncGroups Do Not Function between AnimSequences when Blend Time is 0 (zero) *It is quesitonable SyncGroups function between AnimSequences regardless of what the blend time is set to, but especiall ...

SyncGroups Do Not Function between BlendSpaces when Blend Time is 0

Anim - Animation - Sep 22, 2015

SyncGroups Do Not Function between BlendSpaces when Blend Time is se to "0." *It is quesitonable SyncGroups function between BlendSpaces regardless of what the blend time is set to, but especially ...

Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin

Gameplay - Blueprint - Sep 21, 2015

Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...

Unexpected behavior resulting from overlapping or touching physics actors when Simulate Physics is enabled through input

Physics - Sep 21, 2015

Weird behavior occurs when toggling Simulate Physics on physics actors by input instead of on BeginPlay. Multiple odd behaviors are present such as touching physics actors ignoring collision. Test ...