When you have an animBP with two anim slots (one of which is additive) and are playing the animations via Matinee through each slot, the additive animation takes over and the base animation doesn't ...
Users are experiencing this crash on launch. They all appear to have identical machines for the most part. They've tried different GPU's though. See the additional info URL [Link Removed] [Link ...
Cannot choose attachment bone for child components in C++ We have a user attempting to parent a mesh to a skeletal mesh, but he cannot attach to a specific bone on the parent causing everything tha ...
It only seems to be this user's game that crashes when he packages or does launch on windows I have reproduced this locally. I honestly don't know why this repro's, but I have an example project a ...
After merging two levels in the Levels window, only one of the two levels will be deleted and a new level will be created. Any actors in the deleted level will be deleted as well. The new level will ...
D-pad does not trigger the On Key down function to fire off when using UMG ...
Save on compile does not save the level blueprint when compiling the level blueprint. ...
Certain calls made on Begin Play do not function as expected. Users expect BeginPlay to be called when the game is loaded/playable EX: Using GetViewportSize on begin play will return 0 for X and Y ...
The implementation for TUnion is commented out (in Union.cpp) causing it to not function properly. DEFINE_LOG_CATEGORY(LogUnion); has to be added to the user's source file for the VS compille to wo ...
In ParticleComponents.cpp the function UParticleSystemComponent::TickComponent don't not make any call to Super::TickComponent. This causes issues when using it in blueprints, such as not being abl ...