The warning ""variable name" に "BluePrint" という名前の変数はありません" in the output log within the AnimBP while the editor is in the Japanese language mode has an incorrect word order. "Blueprint"Blueprint sho ...
Changing the Animation Mode repeatedly creates a new instance of the AnimBP being used every time you switch back to the Animation Blueprint mode. Example Project: [Link Removed] ...
Opening a Sprite that is already opened in Property Matrix closes the Property Matrix tab. This is inconsistent with other asset types; tested with Textures, Materials, and Blueprints, and in each c ...
BP Struct's 'Bool variable' will reset back to it's default value on compile. ...
When adding a new variable to a new or existing 'Device Profile' it becomes difficult to close the dialog window. You are unable to click out or press the escape button once in order to close the di ...
When using a Find Item node to search for something in an array, you are able to connect execution pins to the node, which then changes it to require an array of execs as an input. ...
Teleport node sets the movement mode for a pawn back to default. The current movement is overridden by the default after using teleport node ...
Animated FBX with no bones imports with jittery rotation ...
When using a branch node inside of a Sound Cue, if that branch's bool parameter is changed while the cue is playing, the cue will be restarted from the beginning. Link to project: [Link Removed] ...
Importing an FBX to the editor on Linux with "Generate Lightmap UVs" checked to true will override UV Channel 0 rather than creating the lightmap on a seperate UV channel. ...