When simulating in Editor, the Skeletal Mesh bone locations are not being passed into simulate if the simulation is being toggled the same frame when the Mesh is being set on a Skeletal Mesh compone ...
Creating an Online Session and transitioning to another map does not work in a Launched Windows game. The transition event does fire but it just resets the players position on the Default map. This ...
Child character's Variable changes to the default value in a packaged project. User Description: Name of player character resets (to default value specified in parent class) after packaging. 3. P ...
The "LookAt AimOffset" animation node does not recognize the interpolation setting on its assigned Blendspace. This causes the animation to snap to positions instead of smoothly rotating to them. ...
When a project is reopened that contains structures, they will be corrupted with a hash code instead of their original values. If the "Break Struct" node is removed it can't be re added as it is not ...
There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...
Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...
After setting up a Virtual Bone on the skeleton and having it drive a Skeletal Control Node in an Animation Blueprint. Reimporting the skeletal mesh will cause the setup in the Anim BP to revert bac ...
It appears that the Anim Instance class is no longer accessible. As a result, no animation blueprints made are accessible via blueprints - regardless of whether or not the skeletal mesh actually use ...
When an object, such as a cube, is animated in sequencer and that object's path intersects a stationary character with a character movement component, the object will pass through the character with ...