Transition Notifies are available for selection in Event Graph of the Character Blueprint even though, apparently, they only function in the Event Graph of the AnimBlueprint. ...
Creating a blueprint class, and then creating a few children of that class ( in this case, 4) does not display them as available options when setting the default value of a variable of that blueprin ...
Setting Ignore Base Actor Rotation to false continues to ignore base actor rotation when standing on an object that is spinning. ...
Get Mouse X and Y stops working when Show Mouse Cursor is enabled This did not happen in 4.10.4-2872498 User Description: hello im having a issue i believe its a bug. im making a city builder sty ...
A Child Blueprint derived from an AnimBlueprint generated with AnimInstance as the parent class will not contain an AnimGraph. ...
Root Motion from Everything doesn't accept Root Motion from Montages in 4.11. This works in 4.10. Can regress down the issue if needed. ...
Clear Timer by Function Name does not appear to be callable from a widget blueprint if the function is owned by a UObject. The Timer clears when the custom event is called by other blueprints, howev ...
Using the TM-MotionControllers map as a test for GearVR, the 4 buttons in the trackpad quadrants of the bluetooth controller don't register via the blueprint. This issue did not occur on Vive at th ...
The Get Mouse Position on Viewport node does not appear to give the correct position of the mouse in the viewport. The further the mouse is moved away from 0, 0, the greater the discrepancy appears ...
When a Niagara System is called from a montage is doesn't scale with the skeletal mesh that uses the montage. Attached is an example project. Found in 4.24.1 CL#1077647 Reproduced in 4.23.1 CL# 9 ...