Unreal Engine 4.3 Update Preview

[=;94169]
So finally got the 4.3 down and my project seems to go over smoothly. While testing things I noticed that I had some problems with attachments and using the Snap To setting on the attachment node. It seemed to “pop” into another place as soon as I attach it, even though the alignment of the two objects are the same. After the snap, objects are not actually aligned. If I use Relative World it seems to hold it ok. is an attachemnt I do during game play using blueprint and the attach to object node. So I’m just wondering if is related to the same problem mentioned by .

Another similar problem is with a skeletal mesh. I have an enemy and when he dies, I activate ragdoll and then after a while activate some pre-placed particle systems for a disintegrate effect. Those systems are added to the components of the character blueprint and then snapped to a specific bone. When the effect kicks in the particles seems to be where the guy was just when he goes into ragdoll. So not on the model anymore but floating in the air as if still standing there upright. So just again I just wanted to know if could also be related to the same problem as mentioned by .

Basically, attachments don’t seem to work as expected, or at least, as it did in 4.2.1. Not pre-attached or using blueprint during game play to attach seems to work correctly.

With that said though, pretty happy with 4.3 in general. Definitely noticed a speed boost in my game and the new lit translucency is pretty cool. Blueprints are faster for sure which is just .

Thanks to Epic for the continued awesomeness of UE4.
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I’ve also noticed . Using a physics constraint component or “attach to” node seems to snap to a very random place instead of the socket or bone it is supposed to attach to.

I bug reported on AnswerHub : https://answers.unrealengine/questions/68445/physics-constraint-component-not-working-in-43-pre.html