The vectorized version of FTransform::Accumulate and FTransform::AccumulateWithAdditiveScale3D only blend the rotation, but not the translation or scale. This is divergent behavior from the non-vec ...
Attempting to call a FRootMotionMovementParams function results in an unresolved externals error on compile because of the static FVector RootMotionScale variable. Workaround: In source, removing s ...
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 ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
Increasing the Capsule Half Height size of a Capsule Component of a Character class in a multiplayer game results in other clients getting inaccurate (jittery) collision when colliding against meshe ...
Skeletal meshes with cloth will disappear at the edge of the viewport. If timed right (hard to repro, you can see it flicker repeatedly. ...
Using Convert Actor when the wrong level is selected can cause the actor to move levels. This doesn't seem to happen with every actor type but is 3/3 reproducible using the steps provided. User Des ...
UK2Node_CallFunction::GeneratePinTooltipFromFunction relies a lot on loops that increment the index used to check the individual characters in the comments. The problem is that there are a few miss ...
When disabling "Should be Visible" of a stream level and then enabling it again, the values of variables in a Blueprint that has been placed in a stream level maintain their value in PIE but reset t ...
A crash occurs when using the Ansel screen capture plugin. Some of the crashes are actually silent crashes and the editor becomes unresponsive, but does not produce a Crash Report Dialog window. Ot ...