Creating a code component class and marking the UCLASS() macro with meta=(BlueprintSpawnableComponent) does not allow the component to be used inside blueprints. Workaround: Adding ClassGroup=( [Gr ...
A user reported an issue resulting in a crash with callstack pasted below. After a brief investigation I've found that user was able to successfully compile a blueprint where a function taking an ...
When the value of a variable defined in a parent class is changed inside of the child class, the value is not updated in a BP of the child after hot reloading. ...
If the settings for the multiplayer options are set as follows: Number of players : 1 Run Dedicated Server : True (Checked) Use Single Process: False (Unchecked) Editor Multiplayer Mode: Play As Cl ...
Changing a UPROPERTY value from BlueprintReadWrite to BlueprintReadOnly, or vice versa, and performing a Hot Reload results in the variables not being found in the Blueprint's Event Graph context se ...
When I deployed a first person template project to an Nvidia Shield Tablet with Portrait Orientation enabled, The screen appeared stretched and the analog stick were unable to be used. Tested on t ...
When attempting to set the configuration for mobile devices within the Engine/Config/DefaultDeviceProfiles.ini, any value that is non-uniform like 1.2 or 1.6 will render a black screen after deployi ...
Replacing GENERATED_UINTERFACE_BODY() with GENERATED_BODY() in 4.7.0 or above results in an Unreal Header Tool crash and build failure in Visual Studio. This was working in 4.6.1, but when tested i ...
Forgetting to add the "virtual" in engine code implementations of these _Implementation functions makes them not overridable by users. UHT should catch this and emit a warning/error. For instance t ...
Functions in the Level Blueprint throw a warning on PIE: LogBlueprint:Warning: FMemberReference::ResolveMember (NewFunction_0) bSelfContext == true, but no scope supplied! Every function logs thi ...