Linked animation graph doesn't trigger anim notifications on dedicated server. There is no expected message in log: LogBlueprintUserMessages: [HitReact_AnimBP_C_0] Client 0: HitNotify IsServer: tru ...
When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...
Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...
Adding a dynamic binding and preforming a hot reload sometimes causes the binding to not be registered by class/blueprint instances that already exist in the world. Instances need to be replaced fr ...
Crumbling Geometry collection do not render for one frame when child clusters crumble. In the repro project a 4 particle GC is told to crumble. The single GeometryCollectionActor is then split into ...
FPropertyBase constructor does not handle a TMap/TSet property. Following workaround can avoid this error. explicit FPropertyBase(FProperty* Property) : PropertyExportFlags(PROPEXPORT_Public) ...
When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...
This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Fatal Error when setting S RGB to true on a Texture 2D from a Render Target Create Static Texture Editor Only node. ...
Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...
The editor does not seem to be handling frame ranges properly for 60fps animations. Say you have a 200 frame animation that spans frame 0-200. Upon import it will be 201 frames. If you set the ra ...