When the replicated scene component's AttachChildren array is replicated, the package map attempts to serialize the non-replicated component, causing the warning that the object is not supported. ...
When turnning a moving character into ragdoll, it freeze a bit with TickPhysicsAsync on. If we log the character's pelvis position, it seems jump backward in the first few ticks. Also, it only happ ...
It appears that the Landmass plugin has a content dependency on the BlueprintMaterialTextureNodes plugin. If the BlueprintMaterialTextureNodes is not loaded, then the blueprint "/Landmass/Landscape ...
Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...
NaniteBuilder uses an int8 type for ExternalEdges and counts adjacency with a int32. The bug stems for the cast to int8 when adding the adjacency count into the ExternalEdges array. The precision l ...
The world position offset input of the result node does not behave consistently. There is an obvious visual difference between the setting it by connecting a float3 color constant, versus setting th ...
Class "FBlueprintEditor" has several inline getter methods as part of its public API (e.g. GetPreviewActor() and GetPreviewScene()). However, even though they are public, those methods are inaccessi ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...
Class UBlueprintAsyncActionBase provides methods RegisterWithGameInstance() and SetReadyToDestroy(), which respectively register and unregister the object with the game instance. Derived class UCanc ...
Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...