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. Note: this does not appear to affect their functionality as execution reroute no ...
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 ...
Editor experiences an unrecoverable hang when placing the user's Montage into a Third Person Blueprint Project and opening the montage after retargeting to the current skeleton. Attached Log from P ...
The Vive will sometime get locked to 60 FPS due to the window bleeding over into a second monitor. ...
When a blueprint that is based on a custom class is migrated from one project to another the references to the original class are held. This means that the blueprint is unusable in the new project, ...
If the user uses an integer to select a member of an enum, the enumeration will crash if the integer is higher than the number of members in the enum. ...
The wireframe for "r.ShowPrecomputedVisibilityCells 1" is upside down as stated in the UDN. ...
Using "Set Bone Rotation by Name" in the construction script of a blueprint using poseable meshes incorrectly rotates the mesh. ...
When using SetActorPosition() on a WheeledVehicle, it does not affect it in any way. This worked previously in 4.8. This has also been tested in main CL# 2698791 This may be related with: https:// ...