Custom Delta Property NAK handling is done via Custom Delta Base States. Whenever we replicate a CDP, we have the implementing code return a Custom Delta Base State. However, before a CDP is ever re ...
ReRunConstrictionScripts() on Tick() is causing an Editor "Soft- Lock" slow-down, When dragging a Spline Actor created from Blueprint; which utilizes custom construction script logic detailed in the ...
At a licensee, I discovered a problem where Blueprint-created array and map properties are not correctly propagating the ContainsInstancedReferenced property flag. This means that if you create a Ma ...
After clearing a search query in the My Blueprint tab in the blueprint editor, all the sections will be collapsed even if they were expanded prior to searching. ...
Attempting to use the Fill Data Table from CSV File node will result in a crash if the CSV file is open when running. ...
TriggerMontageEndedEvent is calling RemoveAtSwap after the NotifyEnd callback which is not safe if the ActiveAninNotifyState array is modified by the callback. WorkAround: Add a Delay node befo ...
Licensee has brought into question the difference between NavMovementComp::bUseAccelerationForPaths Vs. CharacterMovementComponent::bRequestedMoveUseAcceleration. This led to a discussion in a Supp ...
During compile on the fly if the evaluation field is invalidated SubSectionField data will not have been properly serialized and the meta data will not be populated correctly, as the custom serializ ...
GPU Particles will always have a lifetime of one second when using a collision module. This is a result of an issue with how off screen timing is handled. GPU particles that are off screen should on ...
Spawn system attached with a system where bAutorDestroy is true and one data interface is invalid will crash the engine. ...