The SetAnimRootMotionTranslationScale in Character.h is not callable by blueprints. ...
We don't call OnRep_Controller after it's set to null in AController::OnRep_Pawn, so overridden implementations won't get called. While it's a little weird to call OnReps explicitly on the client o ...
When FLODUtilities::RegenerateLOD retrieves the ClothBindings, it does not account for disabled cloth sections getting stripped and can connect the Cloth Data to the wrong sections. See FillCloth ...
Incorrect warnings can be given when re-importing Skeletal meshes as FillRecursivelySkeletonCompareData does not use FFbxImporter::MakeName. ...
It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...
Before assigning RefSkeleton, FSkeletalMeshMerge::MergeSkeleton calls BuildSockets->RebuildSocketMap->FSocketInfo->RefSkeleton.FindBoneIndex, which incorrectly sets the SocketBoneIndex. ...
Copying and pasting audio subtracks will paste the parent track and its subtracks not just the selected subtrack. ...
Dropping audio assets onto audio subtracks in the timeline adds them to a regular audio track instead. ...
Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...
BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...