UPlayMontageCallbackProxy::CreateProxyObjectForPlayMontage creates a proxy object and immediately calls PlayMontage. If the montage fails to play (no mesh component, no animinstance, Montage_Play it ...
Two Sided materials are lit incorrectly on Niagara ribbons. The sides will be flipped of how they should be. ...
A UDistributionFloat property is reset to NULL when compiling a Blueprint sub-class of a C++ class that has a UDistributionFloat property. ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
Changing the Animation Mode repeatedly creates a new instance of the AnimBP being used every time you switch back to the Animation Blueprint mode. Example Project: [Link Removed] ...
When adding a new variable to a new or existing 'Device Profile' it becomes difficult to close the dialog window. You are unable to click out or press the escape button once in order to close the di ...
When using a Find Item node to search for something in an array, you are able to connect execution pins to the node, which then changes it to require an array of execs as an input. ...
Building a project in a debug configuration and then running through VS debugger will trigger a breakpoint if the console command 'r.RenderTargetPool.Events' is used. ...
Having a blueprint open during PIE causes a significant drop in performance. Having multiple blueprints open can almost render more complicated projects unplayable. The user has reported 120 fps wi ...
When using a branch node inside of a Sound Cue, if that branch's bool parameter is changed while the cue is playing, the cue will be restarted from the beginning. Link to project: [Link Removed] ...