After generating a new Slot node in the AnimGraph of the AnimBlueprint, creating a new Slot Group and subsequent Slot for that group results in the new slot being assigned to the Default group after ...
Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...
Using the same import settings in UE4.8 and UE4.9 will result in a different number of frames of an animation being imported from the same FBX file. If you import the same fbx animation which in M ...
Blendspace animations of morph targets play at a slightly but noticably different rate between the 4.8 and 4.9 version of the UE4. ...
When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...
A Child Blueprint derived from an AnimBlueprint generated with AnimInstance as the parent class will not contain an AnimGraph. ...
In previous versions of UE4, Set Morph target to call the Inherited Mesh and would result in any children of the Inherited Mesh that shared that morph target name to morph. In UE4.9 this no longer ...
NOTE: This is likely a known issue, but I could not find an existing bug for tracking Auto Align Floor to Mesh causes floor to align well below the mesh. Causes the mesh to float I've tried with ...
Removing Aimoffset node from anim blueprint crashes editor Frequency: 2/2 crashreporter: N/A ...
Editor crashes when adding or adjusting functions within character blueprint. Frequency: 5/5 Crashreporter: N/A Note: Does not reproduce on a new character blueprint, this seems limited to a cha ...