STARTMOVIECAPTURE no longer works in a single player game [Link Removed] looked into the code and found that it's in the EditorServer code. We tried it with two players and then it appears to work ...
Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...
It seems that the MultiWayBlend node isn't applying additives correctly. In the attached project are two anim bps, one which dynamically creates an additive and one which uses an additive sequence. ...
Just trying a few simple animations in 5.1, I have a few short looping cycle animation that go in different directions. I see very bad results and it looks like it's because of how MM is assuming th ...
In the process of upgrading from 5.4 to 5.5. One of our systems relies on the internal track names in the sequence to dynamically find an actor to bind the track to. As I was testing the system in ...
With Root Motion From Everything enabled, a Blend node gives different results when feeding it Animation Sequences directly or when first using a Cached Pose. *Simple test project attached Two sce ...
Sometimes AnimNotify does not fire when an animation is executed under the following conditions. 1. The CharacterMesh's AnimationMode uses UseAnimationAsset 2. CharacterMesh's URO is enabled (Enable ...
From UDN : we are spawning a number of characters at the same time during the game, and seeing a major framerate hitch when we do so. After the characters have been spawned, we use SetSkinnedAssetA ...
This is an infrequent crash in the 4.18 release. Based on individual crash details it seems frequently related to Sequencer. Users have not provided any descriptions of their actions when the crash ...
When used as part of the fast path in an ABP, variable Blueprint Getters are not used. If something with a getter that does not conform to or is supported by fast path, is used then fast path should ...