DESCRIPTION: When a destruction mesh has been setup to move to a location or use a lerp if it is destroyed the components will fall, come to a rest, and then the entire destruction destruction mesh ...
Removing Pose from a Blend by Enum node can cause compile errors when a float is defining all of the blend times. ...
When using a Destructible that is using the Event OnComponentFracture and the flags for Debris timeout/max separation and Debris Enabled will cause the event to fire for each chunk removed from the ...
Packaging fails with Event Driven loader enabled and two function libraries reference each other even though the functions referenced in each library to NOT call each other in such a way as to creat ...
DESCRIPTION: When using the generate overlap events for a destructible mesh with Static Mesh or skeletal mesh that is not moving will not generate an overlap event to be triggered. So long as the me ...
If a Blueprint event graph contains a Begin Play node that connects to a call to the parent function, the functionality present in the Blueprint Begin Play segment is run before the parent Begin Pla ...
Fixup Redirectors doesn't work in the editor when showing redirectors using the filter and then choosing Fixup. The maps that reference the redirectors aren't being checked out and fixed. I'm just g ...
When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...