This wasn't like this in 4.24 (see attached images). If you create a variable Engine.Owner.Position the search will find it however. Found in 4.25 Preview 2. Reproduced in 4.26 Main. ...
Looks like we are missing code in the Evaluate methods similar to what we are doing in DecompressPose to account for compatible skeletons. The easiest way to repro is in a standalone game because ...
PCG causes crash when UGrassInstancedStaticMeshComponent is set as a mesh entry for the static mesh spawner node. ...
When cooking a project that has a PCG graph with a subgraph containing a GPU node (Point Processor in the example provided), the cook fails with an illegal reference. However, the same GPU node used ...
The attached asset (including animation) takes 9 minutes to import in 4.10, where it takes 42 seconds in 4.8 and 4.9. You don't really notice this until you start to get up to larger assets or long ...
If Starter Content is added to a newly created project and then the Starter Content is deleted, upon re-opening the editor the Starter Content files will return to the Content Browser. Workaround: ...
Expand Node on a Function node deletes the Function node. If the Function node is part of a group of nodes collapsed into a function, expanding that new function node will return all nodes except th ...
Looking at the propagate function:void UAnimStateTransitionNode::PropagateCrossfadeSettings() { UEdGraph* CurrentGraph = GetGraph(); for (int32 idx = 0; idx < CurrentGraph->Nodes.Num(); idx++) ...
Get Random Point in Raduis is being replaced by Get Random Reachable Point in Raduis. In the code it is marked, commented and all but actually completely deprecated. Just needs to be pulled out com ...