The title pretty much explains it all. When creating a blueprint and using a subcomponent or child within that blueprint, deleting the child actor, and then undoing while in play, causes crash. ...
The Bake Pose setting does not work when using a SkeletalMesh LODSettings asset. After the change in CL22878911, the BasePose in the LODSettings asset is no longer copied to the BakePose in the skel ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
Copy and Paste action in State machine do not generate correct info for "AnimGraphNode_SequencePlayer_20" Name for "AnimGraphNode_SequencePlayer_#" in the duplicated state is not changed to corresp ...
Multi Sphere Trace is not returning the correct Impact Location. Other AnswerHub Report:https://answers.unrealengine.com/questions/30952/multisphere-trace-fhitresult-location-same-as-impa.html ...
The 'Now' node does not return the correct time if ran through a 'Print String'. (NOTE: However, the 'Utc Now' node does return the correct time.) ...
If a local variable set variable is copied/pasted over to a second blueprint and the input pin is promoted to a local variable, compiling the blueprint will cause a compile error to appear until the ...
Empty Shot Track Breaks Camera Component tracks when using Camera Cut Track ...
RepNotify variables passed by reference to a function or macro that then change the value of the variable do not trigger the OnRep function on the Server. This is inconsistent with the behavior with ...
Seems like failure to init SDL device is not being properly propagated and something on the higher level keeps pushing commands to the (non-existent?) audio thread. Paging also [Link Removed] and [ ...