When jumping in the first person template project, the "is in air" animation continues to play after landing. Solution: Switching out the "FirstPerson_JumpStart Asset" node for the "FirstPerson_J ...
Looks like the thread died in IM. I think we should re-enable the categories that were removed in 4.6. ...
User Can hide a 3D widget component that is in world space. However, if they use a widget component that has been switched to Screen space this is no longer possible. List of ways that do not work ...
Replicated properties defined in an actor component blueprint are not being replicated because UActorComponent::GetLifetimeReplicatedProps isn't adding the blueprint properties to the OutLifetimePro ...
When checking the "Pause on Impact" check box within the details panel for the InterpToMovement component, the editor crashes ...
'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...
This is in general not encouraged, but should not crash. The reason it's crashing is that in UBehaviorTreeComponent::Tick we process node ticks first and then try to access InstanceStack[ActiveInst ...
If a user manually created a UBehaviorTreeComponent for his custom AI controller, but forgets to set AIController.BrainComponent to point at that BT component then a fair amount of assumptions break ...
Construction Script fires multiple times when the Const Script is compiled. If the character is moved on the grid in the level, it will only fire once. It only seems to be an issue on bp compile. ...
Actors destroyed are set to 0,0,0 for one frame, which causes collision temporarily before they are completely removed. This only occurs on objects that are attached to a component using the attach ...