See the video [Link Removed] ...
When the DLC is being built for a project and stored in a plugin, the result is normaly until the DLC is packaged multiple times. This leads to the file path becoming more and more nested each time. ...
Lina encountered a crash when importing the attached FBX file with morph targets and animation, and then opening it in the animation editor. I was not able to reproduce this issue in QAGame (her re ...
FBodyInstance::Weld did not check to see whether or not child components were already welded to a parent. This meant that whenever Weld was called, ShapeToBodiesMap would continue to grow in size, e ...
If an AnimNode connected with Enum and AnimBP is nativized, the package will occur crash. Following settings is solve this issue. [BlueprintNativizationSettings] +ExcludedBlueprintTypes=/Script/En ...
Since multiple dict tags can be in a plist, not just the top level, need to be able to specify to only insert once. Adding an optional once="true" attribute to these commands in UPL will allow this ...
If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...
A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...
State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing at the moment you enter/leave the state. ...