Open QAGame and duplicate Player_RunBlend to Player_RunBlend2. Create an animation blueprint for M_Avg_Base_AnimSkeleton and set it up in the screen shot below. ( "New Var 0" and "New Var 1" contai ...
This is a new ticket for the D3D 'HUNG' crash originally reported in [Link Removed]. Some fixes were introduced in 4.14.2 that decreased the occurrences of this crash, but other cases are still ongo ...
REGRESSION No, occurs in 4.14.3 On Mac, scrolling slowly (one or two notches) does not have any affect in editor, whereas on the Windows, this has full effect. This was seen in editor (with scroll ...
This crash has been logged due to high frequency among our users. I have tested in 4.15.2 based on the user comments below, but have been unable to reproduce this issue. In my attempts the Blendspa ...
If a struct variable inside a blueprint has its node split, changing the variable form one struct to another does not update the split pin. Recombining / resplitting the struct has no affect. Work ...
When Widget components added to characters added in a C++ template When the build is packaged and you attempt to open it the window will not open, despite a process running in the background Versio ...
When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...
When a game window launched from UE is moved around the screen, any transparent elements on the screen will turn fully opaque. The loss of transparency also causes some text to become blurry. This d ...
ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...
There are no dynamic shadows on translucent materials in the "iOS Preview" for the preview rendering level. Working as intended in 4.16 CL# 3561208, 4.17 CL# 3658906, and 4.18 CL# 3832480. Found i ...