A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...
There is moving blotchy noise on the head and face from hair when Lumen HZB tracing hits hair. CL 33258050 fixes the noise in the hair, but tracing still hits hair when it starts from surfaces like ...
User has pointed out that generating FBX files through C++ causes the level nodes and a light node. I'm not fully versed with this, so the notes from the user may be more helpful for their descript ...
This project crashes when one Blueprint is compiled if its child Blueprint is opened in another tab. This only occurs with one Parent/Child combination: the crash occurs when compiling Building whil ...
Create a Parent AnimBP, add any animation to it. Then create a childAnimBP from Parent. In ChildAnimBP, go to TargetSkeleton (from class settings) to change a different skeleton. Then go to the Anim ...
From a community member: Are you responsible also for the FootPlacement node? Its fantastic, but there is a possible bug with the walkable surface handling. It tries to step even on vertical surfac ...
UPoseAsset::SetBasePoseName() does not correctly set the BasePoseIndex when a valid pose name is provided. Regardless of input, the pose defaults back to ReferencePose. Upon inspection of the implem ...
Changing and compiling a custom struct in C++ will break behavior of Make/Break Struct nodes in blueprints if the blueprint is saved after the compile. Regression: No - blueprint fails to save afte ...
This is an issue with how FPropertyValueImpl::ResetToDefault works: it uses GetDefaultValueAsString to reset the default value. This is problematic because the LexToString function that is eventuall ...
Right now, any UINTERFACE that is not marked as CannotImplementInterfaceInBlueprint is shown as implementable in blueprint. If these functions have BlueprintCallable functions or related things then ...