Notifies that are placed on animations referenced by montages aren't triggered when using the UAnimSingleNodeInstance to play back the montage. This is because - unlike on UAnimComposite - there is ...
The evaluate chooser node generates input pin names based on the parameter class / struct names. When that class or struct's name is changed, the pin doesn't update to account for that and so we si ...
Trying to use the Evaluate Chooser node in the All Results mode with a chooser table that returns the Subclass Of type results in a compilation error ("Array of Actor Object References is not compat ...
The orientation warping node breaks incoming poses where bones are already in component space. This is because, in EvaluateSkeletalControl_AnyThread, we are repeatedly setting bone transforms direc ...
reported via UDN: [Link Removed] ...
Hi there, I noticed that there is a problem with Montage Section links not updating when a section is deleted from a montage asset. We had a montage with a "Default" section and a "Loop" section. ...
Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...
In /Game/ABPLinkingShowcase/Blueprints/Pawn_ABPLinkingCharacter: The character mesh’s root location is lower than the capsule’s lowest point. This is what causes the issue. Based on the event graph, ...
If after placing a notify on an anim sequence timeline you modify a property that is used in the GetNotifyName function of a blueprint notify in engine version previous to 5.5 (5.4.3 for example) th ...
As per the title, a cosmetic anim node should not be crashing an entire game. At worst these should be ensures. Its experimental, but its important they're removed before the experimental flag is re ...