This occurs because the 'AttachParent' property is a UPROPERTY, and as a result when we create a new instance of a USceneComponent subtype, any USceneComponent subtypes it owns are treated as instan ...
BP state get dirty if the BP graph have action input event. Regression: Yes, it is not reproduced in 4.16.3 This issue is not related to Blueprint Compilation Manager. ...
https://udn.unrealengine.com/questions/419239/uk2node-genericcreateobject-compile-issue.html ...
A UDN user found that calling AbilitySystemComponent->RemoveReplicatedLooseGameplayTag(TagToRemove); while the gameplay tag was not in the TagMap, will create an entry for it with count 0, see ...
When a running search in all blueprints is closed, it may prevent an AsyncTask used to return the look up FText's from StringTables from running on the game thread, leading to a deadlock. When the ...
When an instanced static mesh component with a material using a PerInstanceCustomData node has its data floats pasted in, the editor crashes with an "Array index out of bounds" error. The licensee w ...
Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...
When playing the user's project in editor vs Packaged, there has been different results for the enemy projectiles and how they are shown on the screen. When In editor, any enemy projectile will dama ...
Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...
After hot reloading a project, if the class a blueprint is based off of was edited, the blueprint is unable to be saved due to being referenced in Engine/Transient. Project for Repro: [Link Removed ...