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 ...
For 4.15, we should (ideally) support this, or only provide the array option in sturct (if the other path is too big a change for 4.15 post-branch). ...
Changing IsTickableInEditor to false does not prevent an object from ticking while in editor mode. ...
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 ...
When using a procedural mesh at runtime, projects fail on mobile devices. Tested on both Android Nvidia Shield and iPhone 6+. ...
Skeletal meshes with cloth will disappear at the edge of the viewport. If timed right (hard to repro, you can see it flicker repeatedly. ...
Was able to repro this on machines with and without machines set up for Xbone testing. ...
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 ...