Switching the skeletal mesh of an actor during PIE crashes the editor. Frequency: 5/5 Crashreporter: N/A ...
Macro Inputs and Outputs cannot use ECollisionEnabled Enum as a variable type. ECollisionChannel and ECollisionResponse are available. ...
When blending two Blendspaces that are in the same Sync Group and are utilizing root motion, scaling issues occur in the AnimBP preview. This only occurs when "Process Root Motion" is enabled ...
Launching standalone or a packaged game that forces fullscreen at launch does not gain control of mouse/keyboard input until after the screen is clicked on. ...
Removing Aimoffset node from anim blueprint crashes editor Frequency: 2/2 crashreporter: N/A ...
Actors utilizing overlap or ignore collision for the pawn collision channel are inconsistently responding to pawn actors. In some levels the overlap works correctly, in others, the pawn is blocked b ...
Flying pawn from Flying Template does not collide with landscapes. ...
The node wires in this project's MyCharacter blueprint do not animate during PIE. This also occurs with the NPC and AI Blueprints the first time you PIE, but the second time they animat as expected. ...
When packaging a blank blueprint project in the versions mentioned, it adds the 'Slate' folder content to the final packaged product. I am not sure this is intended as the user does not need any of ...
Billboard components render translucent during play, but render opaque within the editor. Simply adding a billboard as a component to a new actor blueprint and placing it in the level will reproduce ...