"Position" is misspelled for the node: "Get Bone Position and Orientation" It is currently spelled, "Postion." ...
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 ...
While stepping through blueprints utilizing breakpoints, the step/stop/resume buttons often change places slightly depending upon which nodes are being stepped through. This can be problematic while ...
After converting from 4.7.6 to 4.9.1 specific maps won't open and will crash the editor with a D3D11 error. This has been reported by multiple users but has not been reproduced internally. CrashRe ...
Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...
Editor experiences an unrecoverable hang when placing the user's Montage into a Third Person Blueprint Project and opening the montage after retargeting to the current skeleton. Attached Log from P ...
If the user uses an integer to select a member of an enum, the enumeration will crash if the integer is higher than the number of members in the enum. ...
This user's project crashes on PIE after the Game Instance's parent has a wire disconnected, compiled, then reconnected. Possibly related to [Link Removed], but the call stack is slightly different. ...
In the Mannequin's default third person animations, the root bone is rotated Z forward/Y down resulting in IK's for hands and feet not aligning correctly. The result being that the joints that are ...
"The problem here is that the comment bubble, when hidden, is covering up the top of the node." This causes the user to have to drag a connector to the very bottom of the input in order to make a ...