When two connected wildcard nodes are attached to a type input of another node, the wire and second wildcard node do not update their data types to match. Image attached. This can only occur when e ...
Licensee reported issue with recent changes to sorting that include volume-weighting. Previously, the sort was just due to priority (which was usually 1.0 and thus the sort was nearly random) and ha ...
If a Component/ variable is given a custom category in code, using the HideCategories specifer inside the UCLASS macro does not hide the category. ...
Notifies are retriggered on loop of an animation in Matinee/Sequencer. This occurs during Sequencer Editor playback and when playing in game. ...
Adding a variable of the type of a struct to a blueprint, deleting that struct, and then recompiling the blueprint fails. The variable is deleted, but the blueprint will continue to be unable to com ...
When playing a sound with the bProcedural = true option enabled. The associated sound will then drop samples when played. The licensee who originally reported the issue actually has provided a fix i ...
Morph Targets in Skeletal Mesh LODs do not behave correctly This is a REGRESSION, does not occur in 4.11 ...
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 ...
If the Auto Possess AI is set to Spawned or Placed in World or Spawned then the falling animation will play in the blueprint viewport. ...
When a montage containing two slots each containing animations with root motion is played in editor: When the first slot selected, root motion functions properly with the animation. When the sec ...