Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...
Teleporting a destructible mesh only transports the mesh of the object, the collision remains where it was originally located. Further, if the player runs into the collision, the static mesh will re ...
Dragging an editor tab around (blueprints, material, content browser, etc.) causes the tab to jump around the screen. EDIT: Attempting to wire blueprint and material editor wires produce the same e ...
When trying to create a "impaled" effect with a physics handle, calling GrabComponent creates an offset between the hit location and the projectiles location. This causes the skeleton to be "impale ...
Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...
If a call is made to the blueprint node Wait Delay the editor will immediately close during PIE when the call is made without the crash reporter appearing. The "Wait Delay" node only exists on Linu ...
After hot reloading a project, if the class a blueprint is based off of was edited, the blueprint is unable to be saved due to being referenced in Engine/Transient. Project for Repro: [Link Removed ...
When setting a material to Use Material Attributes and then feeding in a Refraction value with MakeMaterialAttributes, the refraction doesn't work properly Reported in 4.8, but I tested in Main as ...
A licensee has complained that if you assign a preview mesh to a Material Instance, it becomes a referenced asset, so migrating that MatInst will also migrate that mesh and whatever material is assi ...
Trigger class bp doesn't recognized custom Object Collision settings for overlap User Description: When I place a trigger box in the world it blocks the player. I have it setup up so that the pla ...