Hiding bones during construction is not properly displayed by level instances placed at editor time. Note that setting 'Update animation in editor' on the mesh and re-running the constructor script ...
An animation can display an incorrect frame upon having its visibility re-enabled, resulting in a noticeable flicker. This can be prevented by setting the mesh's 'Visibility Based Anim Tick Option' ...
Copying a gameplay tag variable setter from a blueprint into a level blueprint fails an assert in UGameplayTagsManager::GetCategoriesMetaFromField. ...
After fixing the crash from [Link Removed] when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal comp ...
Importing EDLs that reference the same shot more than once will not work correctly. ...
Post-Process Anim Instances do not have BeginPlay called. The proposed fix is to addif (PostProcessAnimInstance) { PostProcessAnimInstance->NativeBeginPlay(); PostProcessAnimInstance->Blu ...
When removing curves on some assets, a crash can occur. This seems to be due to const FSmartNameMapping* CurveMapping being null and dereferenced within UAnimationBlueprintLibrary::RetrieveContainer ...
When using a dedicated server and a class with an explicit Tick Interval set, if the class' overlaps are updated in the begin overlap event, in a non-consequential way(changing collision profile in ...
The Blueprint diffing tool should skip transient properties. ...