In 4.27.2 a new cluster is created without any problem. ...
We now have the following error that is generated in FFbxImporter::ValidateAnimStackif (!FMath::IsNearlyZero(SubFrame, KINDA_SMALL_NUMBER) && !FMath::IsNearlyEqual(SubFrame, 1.0f, KINDA_SMALL_NUMBER ...
The source of the error appears to be a stray DefaultValue="None" that's contained within the inner "Test_Nested_TestContainer" split pin (copy/paste the node to notepad to see this). If you refresh ...
When duplicating a collapsed blueprint graph which has a node with a custom Exec pin, this results in blueprint compilation error that a duplicate named pin is found. Duplicated exec pins aren't ass ...
When the trigger is duplicated, the contents of its OnActorBeginOverlap MC delegate are copied, which contains a reference to the BP actor that added the binding to the original trigger. Marking th ...
This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Adding a variable to a Structure after packaging then repackaging causes the package to fail. ...
In the implementation of FFrontendFilter_ShowOtherDevelopers, the developer folder is determined by whether the asset path starts with /Game/Developers/. However, when "Show All Folder" is enabled, ...
Physical material masks are not working as expected in cooked builds. Licensee reports that the mask data is empty at runtime. ...
Currently nodes that use FBoneReference properties (slope warping, anim dynamics, modify bone, and a load of skeletal control nodes) can't have the bone they target changed when using template anim ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...