Currently nodes that use FBoneReference properties (slope warping, anim dynamics, modify bone, and a load of skeletal control nodes) can't have the bone they target changed when using template anim ...
If you use the same AnimSequence in multiple SequencePlayers in Base AnimBP and replace asset of one of SequencePlayers by AssetOverride in Child AnimBP, the result will be reflected in the other Se ...
If user connect a function that returns a Blendspace Asset to a Blendspace Player that BlendSpaceAsset settings are exposed to a pin, it crashes in the package. It does not occur if user do not con ...
Child Animation Blueprint that inherits a Layer Interface can have the Layer Interface added a second time giving the impression changing the layers within the child will override them for the child ...
There are many nodes that select the bones of interest, such as the Transform (Modify) Bone and LookAt nodes, but you can't expose those bone settings to the pin, so you can't really use them in Tem ...
Highlighted by Crystal Dynamics here: [Link Removed] ...
UDN user reports that the calculations used to auto-calculate spline points is incorrect, solution supplied in the UDN ticket. ...
Watching variables within states seems to be broken. See repro steps for details. ...
Blendspace created within an animation blueprint from the context menu throws an assertion when packaged and ran. Only occurs in packaged projects. The blendspace will work correctly in PIE, and st ...