Teleport node sets the movement mode for a pawn back to default. The current movement is overridden by the default after using teleport node ...
Note those are not 100% repro steps they are what I remember doing. I've got this issue twice so far and both times I was editing a blueprint and switching between constructions script and event gr ...
When the default value of an Instanced variable defined in C++ is changed, it is not reflected in the default value of an Actor placed on a Level. In the reproduction procedure, when the default v ...
Editor should visually warn the user that this feature doesn't work with Nanite, or that the Nanite Preview mesh needs to be enabled (or forcibly enable it when they attempt to use this option), oth ...
If an input binding is renamed and the editor closed and re-opened, the input binding will revert to it's original name. ...
Retriggerable delays and the nodes after are not recognized when triggered by tick events. ...
Editor crashes if user attempts to open a data table that only has one data type after closing and reopening editor Frequency: 2/2 Crash Reporter: Not currently available ...
Our sample games all seem to use the semi-deprecated Classes folder for their headers, and many of these headers omit a #pragma once (or other header guard). This means that they don't play nicely ...
The default values of a Struct variable in a Blueprint will return to the default values of the Struct on compile when all values are set to 0. Possibly related to [Link Removed] Tested in 4.6.1 a ...
When changing the value of the blendweights of a character in a level, it is breaking the animation that the character has and causign the animation to show as jittery. ...