Viewport focus is not updated when the mouse leaves the current window.

Tools - Oct 14, 2015

The viewport focus does not return false when the mouse leaves the screen and clicks somewhere else. ...

NotBoolean node is broken in specific projects for State Machine Transitions

OLD - Anim - Oct 14, 2015

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 ...

File handles remain open on Shipping Windows build after assets have finished loading

UE - Foundation - Core - Oct 14, 2015

This developer has a game that they are targeting a Windows-based arcade machine for, but they noticed that while the game is running there are several hundreds or thousands of file handles left ope ...

OnClicked event of UMG button fires once in twice if virtual joystick is receiving input.

UE - Editor - UI Systems - Oct 14, 2015

OnClicked event of UMG button fires once in twice if virtual joystick is receiving input. Both Andorid and iOS devices are affected. This issue is found with 4.9 update. under 4.8 are fine. ...

When using a custom event to spawn a static mesh actor through blutilities the static mesh actors are static and cannot be altered

UE - Gameplay - Blueprint - Oct 13, 2015

When users spawn a static mesh actor using the blutility feature and a custom event the static mesh that is spawned will have a mobility of static and cannot be changed without the mesh disappearing ...

Delete Unused Variables Does Not Remove Local Variables

UE - Gameplay - Blueprint - Oct 13, 2015

Using the Delete Unused Variables option under the Edit tab of a blueprint does not remove local variables. Instead, it displays a "All variables are in use" error. Occurs in 4.9.2 and 4.8.3 binar ...

Ribbon Particle Normals are reversed from default Sprite Particles

UE - Graphics Features - Oct 13, 2015

It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...

Hot reload does not update Enum entries

UE - Gameplay - Blueprint - Oct 13, 2015

Performing a hot reload after updating an Enum will not reflect the update until the editor is closed/reopened. UPDATE (8/23/17): Restarting the editor dose not immediately update the enum. When ...

AND and OR nodes evaluate second argument even if it's unnecessary

UE - Gameplay - Blueprint - Oct 12, 2015

Using the AND and OR nodes in blueprints will evaluate the second argument even if the first is enough to pass/fail the condition. Using the AND node where the first argument evaluates to false sti ...

Extracting Sprites from Padded Non-Power of Two Textures are Offset

UE - Gameplay - Paper2D - Oct 12, 2015

Extracted Sprites are offset when importing a non-power of two sprite sheet, padding it to a power a two mode, and then using the extract function. You can see this offset clipping of the extracted ...