Originally reported here: https://udn.unrealengine.com/questions/562047/linked-layer-animation-blueprint-proxy-missing-ske.html When linking an anim layer during update, we get either an ensure or ...
Crash when closing the timeline tab inside UMG editor and reopening UMG editor Reported here:https://udn.unrealengine.com/questions/307297/umg%E3%82%A8%E3%83%86%E3%82%A3%E3%82%BF%E8%B5%B7%E5%8B%95% ...
PhysX throws warnings (which are escalated to errors) when CCD and Kinematic are in invalid states (they can only be enabled exclusively). The code to fix this has already been submitted, but may c ...
DESCRIPTION: Adjusting a DMs scale via blueprints will cause issues for the collision of the DM once it has been scaled up or down. Scaling down by half or up by a value of 2 or 3 is easier to see t ...
r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...
UBlueprint::IsDataValid() does not currently check component templates inherited from a parent Blueprint class asset's SimpleConstructionScript; only the current class hierarchy is considered. Given ...
DESCRIPTION: If you try to open the physics asset for the Advanced Vehicle template will throw a warning that the physics asset has no default skeleton and that it will be replaced with the default ...
We have encounter an issue in the Chooser when we setup output object column for soft reference object ptr (an optional montage object). It is working correctly when the montage is loaded. But befor ...
There's actually two issues going on here: 1. The REINST references are incorrect, and due to [Link Removed]. 2. Blueprint created components will always have different names between the instance ...
Hi, while trying to workaround this: https://udn.unrealengine.com/s/question/0D54z00008kTgHCCA0/variant-manager-crash-in-upropertyvaluehasvalidresolve I thought I would not create variant sets act ...