When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...
User reported: when playing an AnimMontage via GameplayAbility with the PlayMontageAndWait ability task that has a custom value for AnimRootMotionTranslationScale, (dedicated) servers can apply an i ...
The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...
Generated from CrashReporter ...
The EventReceiver Spawn module doesnt seem to take in parameters from linked Particle Generated Event. When setting the location of the Blueprint node (In Location), the relative position of the Par ...
When adding an entry to a TMap using UE's property editors, in most cases the new entry comes with a default-initialized key (if such key already exists, the insertion fails). The case of a UENUM de ...
Context In Behavior Trees, BT Services can be added to nodes. Those services can have configurable FBlackboardKeySelectors. BlackboardKeys are variables on a blackboard that the behavior tree can r ...
Using the mouse input to show the mouse cursor acts like an Alt+Tab. When clicking the mouse input again to no longer show the cursor, the camera controls stop at the edge of the screen. Reported i ...
Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor. This seems to occur when slidin ...