Expanding pins and moving nodes in the graph marks the Control Rig blueprint as dirty, requiring a recompile of the entire blueprint. Blueprints do not do this. ...
This issue is an easy fix but raises a different problem which is likely ingrained in UE, which is that MIDs should not be serialized out and should always be transient. Unfortunately we are in a po ...
A crash occurs to the engine as when we when have unreal as a backgroud task, and we try to drag and drop a layer to another by selecting the layer visibility button. ...
An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable. Here is a video with the issue: [ ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
When calculating an actor's NextUpdate time, a random delay is added: ActorInfo->NextUpdateTime = World->TimeSeconds + UpdateDelayRandomStream.FRand() * ServerTickTime + NextUpdateDelta; If this d ...
Current state Triggering Gravity on element from Sketchfab object's tree, may result in crash. For 100% reproduction rate, download 'Rank 3 Police Unit' object and apply Gravity to its element 'Rank ...