Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...
If a user is logged into a Steam account with between 1 and ~10 friends (Max depends on resolution, as it'll push the excess off the screen) and they open the friends list multiple times, it'll dupl ...
The problem is in the function with signature "ULevelStreaming* GetLevelStreaming(FString SafeLevelName, UWorld& World)" within LevelSequenceActorSpawner.cpp at line 30. The problem is with the Safe ...
Get Instances Overlapping Box node does not recognize instanced meshes overlapping the box. The bounds of the box make no difference, nor does having the box test for instances within the same bluep ...
When an array is used to declare actor components, the component elements that make up the array cannot be edited inside blueprints. ...
Get Location at Distance Along Spline returns inaccurate information. The distances between locations seems to change without pattern along the spline path between two spline points if the spline po ...
When you have an actor with a Hierarchical Instanced Static Mesh component that has a Static Mesh set and is populated with at least 1 instance and then duplicate it or move it to another level, it ...
When we have an enhanced input input action that uses a Down trigger and is mapped to a gamepad button, for example Gamepad Face Button Left, it can get into a bad state when the game is unfocused. ...
Setting subcategory for struct variables and using ShowOnlyInnerProperties causes variables with subcategory to not appear in the editor. ...
Renaming a custom ActorComponent class when that class is set as a component in a Blueprint and performing a Hot Reload will crash the Editor if the Blueprint is opened for editing after the project ...