Crash occurs when casting back to the pawn owner from the Anim Graph. In this case, it is being used for "Copy Pose from Mesh" Workaround: Cast to Owner from Event Graph, defining variable as the ...
Crash occurs when the user deletes a skeleton while it is being used in the current level. If the skeleton is not in the loaded level, the crash will not occur. ...
https://udn.unrealengine.com/questions/310154/converting-matinee-to-sequence-bugs.html#answer-310221 ...
When migrating project from 4.12.5 to 4.13, Blueprint functions can lose input/output variable links. ...
Data entry field for blueprint Array Add is uneditable until the Add is copy and pasted, this also occurs if you add an array via right click Array and then link a variable to the array ...
CanJump Blueprint node will return true for 1 jump after "MaxJumps" and if this happens, will never return true again, even after Character has landed and CurrentJumps has reset. ...
When using the Event Track to call an event in the Level Blueprint that stops a LevelSequence and then assigns that LevelSequence from another will result in an Access Violation. ...
We use GetEditorWorldCounterpartActor in the sequence recorder which cant work in standalone builds as it relies on GEditor. The best fix would probably be to just add a guard for GEditor to GetEdit ...