Licensee reported issue with recent changes to sorting that include volume-weighting. Previously, the sort was just due to priority (which was usually 1.0 and thus the sort was nearly random) and ha ...
Physics object set to OverlapAll will still collide with the player User Description: The pawn is simply colliding with and causing physics on objects it shouldn't be. To replicate: Set up a new ...
If a Component/ variable is given a custom category in code, using the HideCategories specifer inside the UCLASS macro does not hide the category. ...
If a game is run in the standalone editor and the FPS drops to ~20-30 FPS, pressing an event such as LMB and returning the mouse position on tick will cause the tick to jump inconsistently. Note: ...
Notifies are retriggered on loop of an animation in Matinee/Sequencer. This occurs during Sequencer Editor playback and when playing in game. ...
When importing a LOD Level for Skeletal Meshes, the user is greeted with a windows directory window and a message that states "Failed to import mesh for LOD level 1" As the user states, this is a s ...
Morph Targets in Skeletal Mesh LODs do not behave correctly This is a REGRESSION, does not occur in 4.11 ...
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. ...