-When a clothing asset is applied to the mesh, the vertex color(s) change to solid black -Can be removed by right click Remove Clothing Data -Crashes in Main-4.20 -Can't be tested in 4.17.2 due t ...
When morph target weight value is set to a number other than 1 the slider sets it back to being a value under 1. It does not go down from the number that it was set to but instead defaults to being ...
Cable Component wildly swings around when the World Origin is shifted. Standard physics object are not effected. ...
Sharing transition rule it will be Dirty when AnimBP opens. When AnimBP is open, "if(BoundGraph->GetOuter () != Node)" is true in FBlueprintEditorUtils::UpdateOutOfDateCompositeWithOuter, BoundGrap ...
If you directly connect a state which has another state machine to the entry of State Machine of Animation BP, a crash will occur when changing parameters. If you connect an empty State to an Entry ...
On a skeletal mesh, there is a setting under the Asset Details for "Enable Per Poly Collision". This check box can be checked, but the setting is not kept when the skeletal mesh is added to the leve ...
Animation Composite Timeline extends over top of the Playback Controls when zoomed in -See attached screenshot for example of results ...
Within a new Animation Composite, the To Next and To Previous buttons do not move to the animations next or previous frame. ...
Collisions only transform properly on the Y axis when set at an angle. Scaling on the X & Z axis causes the collision to not cover initially set areas on the parent object. As stated by the licensee ...
Skeletal Mesh scales incorrectly if RigidBody node is used in Animation Blueprint and then the character blueprint is scaled. If the character blueprint is scale to extreme sizes (3.0) the effect i ...