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 ...
Undoing the deletion of an actor with a child actor component added via the details panel (IWCE) duplicates the child actor and the hierarchy is incorrect in the scene outliner. This seems to only h ...
This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Crash when recombining Value Pin after swapping Target Wild Card pin from a Vector2D to a Vector on a Set By-Ref Var node. ...
Collapsed blueprint nodes that are copied and pasted into a function graph of a Widget will cause a fatal error when the blueprint compiles, as seen in the callstack, and will provide the message: " ...
In UE4, "Private" for Blueprint variables was misnamed: its behavior actually meant "Protected". In other words, it can't be read or written to by external objects, but it can be by derived types. A ...
Possibly one of the lesser know features of Blueprints is that we allow the connection of an array of actors to the "self" pin of a function (see pic). This is essentially a shorthand for writing an ...
The fixup code for repairing Widget bindings in UE5 assumes that a compile occurs first. However, saving the asset does not cause a compilation to occur. When we reload the asset and open it in the ...
Compiling a blueprint that is in a level makes that level get marked as dirty/needing saving. [Image Removed] ...