Open QAGame and duplicate Player_RunBlend to Player_RunBlend2. Create an animation blueprint for M_Avg_Base_AnimSkeleton and set it up in the screen shot below. ( "New Var 0" and "New Var 1" contai ...
Attempting to clear an array in a const function returns no compiler error in blueprints. If you create the same setup in C++ using a const function, an error is returning upon compiling as expected ...
A licensee is reporting an issue with mesh decals rendering incorrectly when created as a Material ID (Material Element) and assigning a translucent material to the shared mesh. The use case exampl ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
For 4.15, we should (ideally) support this, or only provide the array option in sturct (if the other path is too big a change for 4.15 post-branch). ...
Changing IsTickableInEditor to false does not prevent an object from ticking while in editor mode. ...
Increasing the Capsule Half Height size of a Capsule Component of a Character class in a multiplayer game results in other clients getting inaccurate (jittery) collision when colliding against meshe ...
When a hot reload is preformed, the CDO is not properly cleared. This causes a copy of the class to be generated with both the original and copy triggering calls. Workaround: Preforming an additio ...
When using a procedural mesh at runtime, projects fail on mobile devices. Tested on both Android Nvidia Shield and iPhone 6+. ...
Skeletal meshes with cloth will disappear at the edge of the viewport. If timed right (hard to repro, you can see it flicker repeatedly. ...