In the given answerhub example, the user has a print string coming from IsNotValid on a check of *TryGetPawnOwner*. This is returning a false negative to him when he PIE's because the Preview insta ...
Crash when using AnimSeqStats console command. User in the additional info URL seems to know what the code change should be. [Link Removed] ...
MaterialCurve of AnimSequence is not working with LOD 1~ if assigned Material manually. Assigning material to LOD0 seems sharing material info with other LODs but material info is never shared if as ...
Basically, the problem is that the Main Thread is able to run AActor::Tick() (including Blueprint Tick Events) at the same time that the animation system is running functions such as UAnimInstance:: ...
Casting to a character class inside of AnimBlueprint after a hot reload caused editor to crash Crash Reporter: [Link Removed] Additionally, Casts fail, breaking AnimBlueprint after a hot reload ...
Users are experiencing crashes when using the AimOffset and Blendspace graphs. I am unable to reproduce this locally, but judging by the Bugg in crash reporter, this is not an isolated incident. [ ...
In an Anim BP, splitting the transform structs of a Transform (Modify) Bone node causes the node to be come non functional. Transform components must be combined in order for the node to work. EX ...
Animation Sequences with negative Rate Scales do not play outside of using them in Animation Blueprints...unless they are looping. UPDATE: A negative rate scale value also breaks Anim Montages. ht ...
Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...
When Phyics Blend in the PHAT editor is set between 0 and 1, the user character will spin wildly. User has image of this affecting character in game whereas I was only able to replicate it in the PH ...