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 ...
Physics object set to OverlapAll will still collide with the player User Description: The pawn is simply colliding with and causing physics on objects it shouldn't be. To replicate: Set up a new ...
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. ...
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 ...
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 ...