When creating an asset, if the beginning of the name is the same as the full name or another asset it will cancel the process Workaround: Adding a change (such as "X") to the beginning of the seco ...
Macro Inputs and Outputs cannot use ECollisionEnabled Enum as a variable type. ECollisionChannel and ECollisionResponse are available. ...
When blending two Blendspaces that are in the same Sync Group and are utilizing root motion, scaling issues occur in the AnimBP preview. This only occurs when "Process Root Motion" is enabled ...
Launching standalone or a packaged game that forces fullscreen at launch does not gain control of mouse/keyboard input until after the screen is clicked on. ...
Removing Aimoffset node from anim blueprint crashes editor Frequency: 2/2 crashreporter: N/A ...
Actors utilizing overlap or ignore collision for the pawn collision channel are inconsistently responding to pawn actors. In some levels the overlap works correctly, in others, the pawn is blocked b ...
Object collision ignores landscape components that have been retopologized if the landscapes collision mip level is set to 1 instead of 0. ...
UPDATE: 2/23/2015 Crash is limited to 4.6.1, does not occur in 4.7 Preview 8 or later builds (CL#2448202). ========================================================== Editor crashes if an event is ...
Flying pawn from Flying Template does not collide with landscapes. ...
The node wires in this project's MyCharacter blueprint do not animate during PIE. This also occurs with the NPC and AI Blueprints the first time you PIE, but the second time they animat as expected. ...