AnimBlueprintLog: Error: Current state is a conduit and will reset to ref pose. This can happen if a conduit is an entry state and there isn't at least one valid transition to take. State Machine(Te ...
This is a report about three different issues that are tightly related to each other, so I decided to include them in a single report. The behavior of actors spawned by a Level Sequence Player is no ...
The rules by which chunks are created are ambiguous and currently do not ensure that both PakFileRules and PrimaryAssetLabel settings are reflected. In this sample, depending on the PrimaryAssetLabe ...
This is a common crash that appears to have started in the 4.16.1 hotfix, but has occurred with more frequency in 4.16.2. User DescriptionsAfter the blueprint tutorial, I pressed "play", pressed ES ...
UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...
When closing ShooterGame on an iOS device, the application crashes due to "exhausting the real time allowance of 5.00 seconds". This issue is NOT a regression for //UE4/Dev-Networking as it is also ...
In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...
Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...
An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...
Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...