In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...
The path track does not play well with velocity, and seems to keep the velocity of the movement from the object's initial location and the start of the path. Baking the transform resolves the issue. ...
Node operations cause all of the collapsed nodes to be auto expanded. This is disruptive when working with complex hierarchies because you can't hide irrelevant components. ...
Changing user defined struct values appears to break any nodes that use pin splitting for the given struct. It would appear that some parent pins aren't set correctly during reconstruction, which or ...
Subobject sorting is not stable in the Subobject editor, so the UX is bad if you are creating complex hierarchies because it's difficult to keep track of newly added or reordered components. ...
From licensee: If I create a function in a Blueprint Interface or Blueprint Function Library and leave it in the Default category, it shows up in the "All Actions for this Blueprint" menu under "Cl ...
https://udn.unrealengine.com/s/case/5004z00001n9MUWAA2/hololens-cannot-be-permanently-disabled-as-a-target-platform?fromCase=1 They disable hololens as a supported target platform, but it is enab ...
UMovieSceneTrackInstance::GetWorld() returns nullptr on Editor, so user can't use any function using WorldContext and Subsystem. The following code change may fix this issue UWorld* UMovieSceneTra ...