If a UProperty that stores a reference to an asset is deleted, the reference to that asset lingers in any Blueprints that had a reference stored in that UProperty. This can lead to issues when the r ...
When using the "Switch Engine Version" option in the uproject's right click menu to change a project's engine association, switching to 4.16 and attempting to launch the project forces the project t ...
If you add a comment to an Event graph Blueprint and change the comment color, the bubble should not change colors unless the Color Bubble detail is checked. I have included photos to better show ...
When using the DisplayName specifier in a UFUNCTION that has a return (anything other than void), the DisplayName does not apply to the function's name in the My Blueprints panel after being overrid ...
In an actor blueprint with a scene component blueprint as its root, if you add a child object to the scene component blueprint, and then go into the scene component blueprint and set the location to ...
This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (s ...
Recent changes in the MeshReductionManagerModule::StartupModule() have introduced issues where it won't respect what reduction modules have been set in the config file. This is a big issue for plugi ...
For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...
Calling UMoverComponent::IsModifierActiveOrQueued() immediately after calling UMoverComponent::K2_QueueMovementModifier() will return false. Checking the code, IsModifierActiveOrQueue() calls FindMo ...
Interface functions inherited after a duplicated actor blueprint is re-parented to the blueprint it was duplicated from cannot be deleted. Note that the inherited function can be deleted in a new ac ...