ForEach 'Enum' node returns incorrect enum values User Description: The For Each loop and Byte To Enum function return weird things. The same outputs happen with the Byte To Enum, depending on wh ...
Root Motion Animations are not functioning correctly during lower frame rates. For example, a character moving forward 2 meters at regular frame rate will move 10 meters at a lower frame rate. Regr ...
Updating project to 4.12 corrupts Additive AimOffset thumbnail, causing log spamLogAnimation:Warning: Setting an additive animation (Owen_AimOffset) on an AnimSingleNodeInstance is not allowed. This ...
The issue appears to be the type of the input pin on the custom event(or function - both behave the same), under normal circumstances it should allow you to pick the enum from a list on the calling ...
The 'Any Key' input isn't working when it is assigned in the Axis Mappings menu. If you call 'Any Key' in Blueprint it still functions as intended. This is a regression from 4.19.2 (CL-4033788). T ...
By creating a DebugComponent, the texts added to this component are not displayed in the viewport of the Blueprint editor. This is because the UCanvas reference that is being passed is that of the ...
If the user creates a function with local variables and then collapses the variables down into a collapsed graph and then duplicates this collapsed graph the variables in the second graph will be gr ...
The experimental feature Blueprint Break on Exceptions does not work with Accessed None errors. To test, create an actor variable in a blueprint and use it as an input to a function without having s ...
From this UDN: https://udn.unrealengine.com/questions/301289/crash-in-persona-debug-display.html Proposed solution: In UDebugSkelMeshComponent::GenSpaceBases() before PerformAnimationEvaluation() ...
The editor is crashing on the second PIE attempt when using seamless travel to travel from one map to another when both maps contain the same sublevel. The travel is taking place using: PlayerContr ...