Duplicating a level duplicates any Child Actor components of Blueprint Actors in the original level. Reproduced in 4.8.3 binary and Main (//depot/UE4/Promotable-CL-2635815) ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...
If a Component/ variable is given a custom category in code, using the HideCategories specifer inside the UCLASS macro does not hide the category. ...
If the user adds two widgets to a switcher and then tries to drag one out of it the editor will crash ...
SceneRenderTargets.cpp includes LightPropagationVolumeBlendable.h, which means if you disable the LightPropagationVolume plugin and compile, you will get compile errors. ...
Setting a vector variable to editable and showing a 3D widget within a blueprint actor component does not show the 3d widget within a blueprint implementing the component. ...
A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...
If a user creates a struct and then creates a data table that uses this struct, the user can then no longer add variable to the struct due to the engine crashing ...
The option to save on Compile "On Success Only" does not save on successful compiles that contain warnings. If this is intended, then to avoid confusion, the tool tip should specifiy that "Blueprin ...