If a blueprint has a child actor component that has other components parented to the child actor component, the child components of child actor components will not update transform based on the pare ...
When an actor is attached by the root to a bone of a skeletal mesh through the use of the "AttachToComponent" function in code, it will not follow animations when being recorded by the Sequencer Rec ...
When attempting to add a custom component to a blueprint at runtime using the Add Component function, if you give the component an exposed variable, it will ignore whatever target you specify and ad ...
Attempting to bind an event to OnPerceptionUpdated results in an error in Blueprints. It seems that this is caused by the TArray in the function signature not being a constant reference. Current co ...
UMovieSceneTrackInstance::GetWorld() returns nullptr on Editor, so user can't use any function using WorldContext and Subsystem. The following code change may fix this issue UWorld* UMovieSceneTra ...
When built with Address Sanitiser, the engine can except in FShaderPipeline::FindOrAddShader on deletion of the Shader pointer. This appears to be in error as FShader is asserted to be non-polymorp ...
User reporting crash on his Mac. He seemed to have narrowed down the reproduction to attempting to join a multiplayer session. "After the crashes when I restart UE4 and open my project some BPs are ...
Looking at the propagate function:void UAnimStateTransitionNode::PropagateCrossfadeSettings() { UEdGraph* CurrentGraph = GetGraph(); for (int32 idx = 0; idx < CurrentGraph->Nodes.Num(); idx++) ...
The licensee is experiencing a crash when using UCLASS(HideCategories = (Activation, LOD, Collision, Rendering, TextureStreaming, Lighting, Mobile, Transform, Physics, Tags)) This crash occurs afte ...
Adding a component directly to a blueprint does not behave the same as a component added directly to a class/BP instance. Example: Calling AddRelativeRotation() on a mesh that is added directly to ...