Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...
UE4.9.1 under Editor Preference3s ->Experimental -> Cooking it says "Iterative cooking for builds launched [form] the editor." Correction: [from] ...
You can assign the Parent Class of Level Blueprint to be the generated class of another Level Blueprint, which gives you the following "Graph is linked to object(s) in external map" error if you try ...
Teleporting a destructible mesh only transports the mesh of the object, the collision remains where it was originally located. Further, if the player runs into the collision, the static mesh will re ...
Renaming a blueprint component and presing ocmpile will reset any altered instances of the blueprint to default values. ...
creating an instance of a blueprint and making changes to the instance will not respect "Reset Instance Changes to Blueprint Default" when pressed from Details Pane. ...
Dragging an editor tab around (blueprints, material, content browser, etc.) causes the tab to jump around the screen. EDIT: Attempting to wire blueprint and material editor wires produce the same e ...
When trying to create a "impaled" effect with a physics handle, calling GrabComponent creates an offset between the hit location and the projectiles location. This causes the skeleton to be "impale ...
Scene Capture 2D causes the app to crash on Android in ETC2. I checked iPhone and I did not receive a crash. ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...