When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...
User in the linked UDN reports that the parent BP update was not being called in an animation blueprint unless they hooked up the parent call. By default this call is greyed out in the graph and sh ...
#ifdef and #ifndef have no affect when used in the header file of a class. Ex: #ifndef MYMACRO UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) float ANumber; #endif ANumber v ...
Scene Capture 2D components lose access to the Blendable assigned to them if they are not set to Capture Every Frame at all times. If it gets turned off, the blendable can never be reapplied at run ...
If the Windows taskbar is set to auto-hide and the editor is opened on the same monitor, the taskbar cannot be accessed while the editor has focus. ...
Undo after disconnecting a target pin will cause a series of internal compile errors User Description: I've run into what I think is a bug when attempting to compile a blueprint after mistakenly b ...
RepNotify causes the On Rep function to fire off whenever a variable is set rather than when the value of the variable changes (as stated in the documentation). ...
In RawMesh.cpp, there are two functions called IsValid and IsValidOrFixable. A user has reported that there may be an issue here where IsValid can be true while IsValidOrFixable is false. From look ...
When moving a sphere using Add Actor World Offset, hit events on that sphere are not fired. However, doing the same thing with a cube causes hit events to fire off as expected. When you enable grav ...
When T0 is set as Reference Pose in the import settings, on an asset where faces have been rotated significantly (90 or 180 degrees) from the initial bind pose, the result will be some faces inverti ...