Jump Animation for FPS template character breaks on land

Anim - May 6, 2015

When jumping in the first person template project, the "is in air" animation continues to play after landing. Solution: Switching out the "FirstPerson_JumpStart Asset" node for the "FirstPerson_J ...

Re-enable rendering categories on UMaterialBillboardComponent

Gameplay - May 5, 2015

Looks like the thread died in IM. I think we should re-enable the categories that were removed in 4.6. ...

Cannot Set Visibility for a 3D widget component that is applied to Screen space

Tools - UMG - May 5, 2015

User Can hide a 3D widget component that is in world space. However, if they use a widget component that has been switched to Screen space this is no longer possible. List of ways that do not work ...

Replicated variables defined in Actor Component blueprints do not actually replicate

Networking - May 1, 2015

Replicated properties defined in an actor component blueprint are not being replicated because UActorComponent::GetLifetimeReplicatedProps isn't adding the blueprint properties to the OutLifetimePro ...

Clicking "Pause on Impact" with in the details of the InterpToMovement component will cause a crash

Gameplay - Blueprint - Apr 30, 2015

When checking the "Pause on Impact" check box within the details panel for the InterpToMovement component, the editor crashes ...

'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false

Gameplay - Apr 30, 2015

'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...

Calling UBehaviorTreeComponent::StopTree from a BT node can result in a crash

Gameplay - AI - Apr 30, 2015

This is in general not encouraged, but should not crash. The reason it's crashing is that in UBehaviorTreeComponent::Tick we process node ticks first and then try to access InstanceStack[ActiveInst ...

AIController.BrainComponent not being set to user-created BehaviorTreeComponent instance

Gameplay - AI - Apr 30, 2015

If a user manually created a UBehaviorTreeComponent for his custom AI controller, but forgets to set AIController.BrainComponent to point at that BT component then a fair amount of assumptions break ...

Construction Script fires multiple times when the Const Script is compiled

Gameplay - Blueprint - Apr 30, 2015

Construction Script fires multiple times when the Const Script is compiled. If the character is moved on the grid in the level, it will only fire once. It only seems to be an issue on bp compile. ...

Destroying actor sets object to 0,0,0 for one frame before actually destroying

Gameplay - Apr 29, 2015

Actors destroyed are set to 0,0,0 for one frame, which causes collision temporarily before they are completely removed. This only occurs on objects that are attached to a component using the attach ...