Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
"viewmode collisionpawn" and "viewmode collisionvis" can not display complex collision meshes as well. ...
Unable to input IME text in widget component, but able to input IME text in textbox like UMG designer. It works fine until 4.21, however it wasn't able to work after 4.22. Workaround: void FSla ...
This is a regression introduced by the particle system manager. It does not account for the owning actor's time dilation when ticking the particle system components. ...
Input Key Selector's Set Text Style does not change Text Style when given Text Style Variable ...
After reordering, if you hover over the "Component Blueprint B" entry, the object path indicates that it's incorrectly referencing a transient object. This is why GetWorld() now returns NULL and the ...
An open but minimized Editor Preferences window causes a memory leak while simulating and repeatedly pressing Play/Stop. ...
When moving a Planar Reflection Actor's transform location to (X:5000, Y:5000, Z:0) The Planar Reflection Actor does not pivot at center when using ALT+LMB Drag in the viewport. Note: Moving tra ...
When the "Is Variable" box is unchecked for a BP-typed child widget, a variable will not be created at Blueprint compile time to reference the child widget in the nativized widget BP class. This bre ...
The problem is that the camera is evaluated when the sequencer is played, but the animation does not seem to play properly. It seems that the licensee found this problem when implementing it in C++, ...