When checking the "Pause on Impact" check box within the details panel for the InterpToMovement component, the editor crashes ...
'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...
If the user has a component that is of the mobility setting of "non-Scene Component" selected and this hits the compile button, the details panel will be cleared. The following are example compone ...
ShowOnlyInnerProperties doesn't work when the struct in question is either in an array or in an outer struct in an array. (There may be other broken cases as well.) Example: USTRUCT() struct Str ...
This is in general not encouraged, but should not crash. The reason it's crashing is that in UBehaviorTreeComponent::Tick we process node ticks first and then try to access InstanceStack[ActiveInst ...
If a user manually created a UBehaviorTreeComponent for his custom AI controller, but forgets to set AIController.BrainComponent to point at that BT component then a fair amount of assumptions break ...
Attempting to create a class with the parent set to Trigger Base, Trigger Box, Trigger Capsule, or Trigger Sphere will fail to create the class ...
Construction Script fires multiple times when the Const Script is compiled. If the character is moved on the grid in the level, it will only fire once. It only seems to be an issue on bp compile. ...
IgnoreActorWhenMoving node doesn't work if the actor variable is set per instance. ...
A Mesh that is attached to a skeletal mesh by a Socket will not accurately follow when transitioning from animation to ragdoll. This is potentially due to the Frame Delay that the engine uses. ...