In a project with circular dependencies, components belonging to a native base-class are nulled when a blueprint sub-class is compiled.
Expected: Details panel should retain previous information
Result: The component becomes null
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How do I set a material as a post-processing material?
How to delete some elements correctly when deleting an array loop?
What controls of umg have mouse wheel events in UE4.27?
What is the difference between Camera and CineCamera?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-17675 in the post.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.8.1 |
Target Fix | 4.9 |
Created | Jun 25, 2015 |
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Resolved | Aug 5, 2015 |
Updated | Apr 27, 2018 |