Notifies are retriggered on loop of an animation in Matinee/Sequencer. This occurs during Sequencer Editor playback and when playing in game. ...
When debugging a blueprint using breakpoints, if you click the Resume button while you have Get World Delta Seconds running on tick, it will always return a maximum clamped value of .4 seconds (or l ...
When playing a sound with the bProcedural = true option enabled. The associated sound will then drop samples when played. The licensee who originally reported the issue actually has provided a fix i ...
If the user drops a text box into the designer tab and changes the font size (after adding text first) the font size does not update right away. Instead the font size will only update if the user cl ...
In the attached project, you'll find the NewChar_AnimBP. In the state machine, there is a "NotBoolean" node in the JumpingToFallingLoop transition that appears to be broken. At first, the NotBoo ...
A blueprint with an Actor Reference will reset to a None value on compile or stopping PIE User Description: We have come across a bug with the editor regarding setting direct references to child a ...
If the Auto Possess AI is set to Spawned or Placed in World or Spawned then the falling animation will play in the blueprint viewport. ...
When a montage containing two slots each containing animations with root motion is played in editor: When the first slot selected, root motion functions properly with the animation. When the sec ...
Setting a FActorSpawnParameters' variable's Template to "this" and then spawning an instance of the static mesh actor using the parameter causes the editor to crash. ...
Blueprints containing child actor components that are overlapping in the blueprint's viewport cannot be used as the default pawn, as they are not spawned in. Using the Spawn Actor From Class node wo ...