Components and Actors attached to physics objects are not solidly attached. The child actor tends to float around in relation to the parent. Occurs even when using a "Weld" attachment In the exam ...
Some users appear confused as to why the skeleton is not saved when they add sockets while in Animation Editing Mode. Unsure what an elegant solution would be at this time. ...
After changing the Slot Name field, the Slot node does not update with the new name until you close and re-open the Animation Blueprint ...
"Use T0As Ref Pose" doesn't work when FBX has two meshes with different bind poses. See attached example assets ...
When copy/pasting a state network, if any transition has Custom Blend Logic, the Custom Blend Graph becomes read only in the pasted version. ...
User did convert the project to 4.7.2, but they don't know which project it was made with originally (all he gave me was that it was a long time ago) Unable to repro by converting projects (code an ...
Any modifications made to inherited components in a child blueprint revert to their parent's defaults when playing in packaged game and Launch on. User reported that he also saw it when launching i ...
Reroute nodes do not work for Pose connections in Anim Graph It appears to work until you recompile [Image Removed] ...
User is crashing when opening project after converting to 4.7. [Link Removed] [Link Removed] LOG IS ATTACHED 4.6 project with updated plugin: [Link Removed] ...
Blueprint CDO contains removed component from parent class. From the AnswerHub post: "It appears that if a component is removed from the C++ class, the CDOs for all of the blueprints remain unchang ...