If you open the 6 assets that were close unexpectedly it will crashEnemy (Blueprint), Player_BP (Blueprint) and ThirdPersonGameMode (Blueprint) it crashesThe texture and Projectile_Base (Blueprint) ar ...
The delegates for actor should show up in the Detail tab like components. There should be an "Event" group and list all available delegates, and designers can click on the "+" sign to add event on t ...
When creating a Notify Track using an Animation Modifier in the Animation tab of an Animation Sequence, the new Track added and applied fails to appear in the Notifies panel until the panel has been ...
When changing the name or moving the location of a custom game mode blueprint that is set as the "default game mode" in project settings, the default game mode is reverted back to the prior game mod ...
Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...
If user execute "Remove Unused Bones from Skeleton" on Skeleton where PoseAsset exists, the index held in FPoseData :: TrackToBufferIndex in PoseAsset will not be corrected, and it will refer to the ...
Level blueprint is being executed twice at start of PIE So far I have only seen this behavior with the Print String node when wired to Event Begin Play or Event Tick. I have been unable to reprod ...
When using the feature "promote to variable" on a pin that represents a value that is not an engine default (Example: Floats = 0.0, Booleans = False, ect..), that default value (for the variable tha ...
The Material should be contracting and expanding if it is working correctly, but after version 4.16 it is not. Instead it is solid in appearance in the material editor viewport. Below I have linked ...