In 4.15 When you update the transform of an instance static mesh a second time the editor does not update the location, to get the update to display correctly you must close and re-open the blueprin ...
When using an older asset(4.10 or before) with a skeletalMeshComponent in a newer engine version, a reference for the original AnimBP remains after changing the mesh component's Anim Class. ...
Collision Responses will reset to previous setting after changing the Preset Collision Profile. After the change is made and "Accept" is pressed, the Collision Responses will still have the old ch ...
When a BlueprintImplementableEvent that takes a custom enum as a parameter is overridden in a Blueprint, it will throw a compile error. The compile error states that the event cannot be overridden b ...
Error message: Assertion failed: 0 [Link Removed] [Line: 199] Window Creation Failed (1158) Source Context: 184 VirtualHeight = ClientHeight; 185 186 // We call reshape w ...
Looks like the pass count check for assigning the fast vram flag is wrong when looking for a pooled render target and always discards the first found RT when making multiple passes. Code should like ...
Crash in Hand IK Retargeting with two entries under "IKBones to Move" Only seems to happen when you have a hand bone in the second slot of "IKBones to move" ...
TMaps that use hashable structs as the key cannot have the key set for an element that is added to the TMap in a Blueprint. A default value is set, but it cannot be seen or modified. ...
The Editor crashes if an unhashable struct is used as a key in a TMap and a new element is added to the TMap in a Blueprint. ...