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 ...
A blueprint with an Actor Reference will reset to a None value on compile or stopping PIE User Description: We have come across a bug with the editor regarding setting direct references to child a ...
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. ...
A number of users have reported that blending animations between Third Person Project and Animation Starter Pack results in a "dipping below floor level" between the two animations. The cause of th ...
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 ...
Setting a FActorSpawnParameters' variable's Template to "this" and then spawning an instance of the static mesh actor using the parameter causes the editor to crash. ...
Blueprints containing child actor components that are overlapping in the blueprint's viewport cannot be used as the default pawn, as they are not spawned in. Using the Spawn Actor From Class node wo ...
A child actor rotates incorrectly if the parent has negative scaling on one axis and more than 1.0 scaling on another. The child/parent relationship was created through the World Outliner. Licensee ...