In this case, I've added inputs to a material function. That material function input uses a parameter as it's default value. [image: Inline image 1] When referenced in the shader[image: Inline ima ...
We skip CalcVelocity for CharacterMovement while HasAnimRootMotion, and we do ExtractedRootMotion.MakeUpToFullWeight() anyway. This caused problem that when we blend out a rootmotion anim, it will ...
When calling TearOff followed immediately by Destroy, the channel will be closed with the reason that the actor was destroyed, so the actor will be destroyed on the client as well. In the UDN linke ...
The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...
In C++, a replicated property's RepNotify function can include a parameter that represents the property's value before the new replicated value was applied. In blueprints, RepNotify functions are no ...
Drop Down menus displaying the editor instead of a list of options. See attached screenshot. ...
When the trigger is duplicated, the contents of its OnActorBeginOverlap MC delegate are copied, which contains a reference to the BP actor that added the binding to the original trigger. Marking th ...
When sampling root motion backwards we can hit an infinite loop in ExtractRootMotion. This happens if the initial sample time + negative delta is off the end of the animation clip. In that case FA ...