We don't clearly define the behavior for a Blueprint function when an execution path without a return node is taken. We should either report an error, or have the function return the default initial ...
Child nodes are by default not added to the PrepareForReplicationNodes array in order to prevent unnecessary calls to PrepareForReplication. However, this difference in behavior is not very apparent ...
EditInlineNew properties on components can't be properly set if the component name has whitespace in it. This appears to be a problem with resolving the property name in SPropertyEditorEditInline::O ...
Duplicate key checking in maps and sets in the editor is done via calls to FScriptMapHelper::HasKey() and FScriptSetHelper::HasElement(), but this code is checking for object names which are subsets ...
Reported here: [Link Removed] > See this commit: > > https://github.com/EpicGames/UnrealEngine/commit/acd754e12dc9a7ffc7f173c8433a6bafc0262b51#diff-b18d4f9b879748fdacff2caa885b231e8c9e0b899d90d5d ...
Material layer instances do not generate a valid UMaterialFunctionInterface::StateId. For this reason, materials and material instances that use material layer instances will not recompile their sh ...
I've investigated the issue and it is related to TypedElementSelection sending out end of frame selection change events. WorldOutliner when it is the source of a selection change does so inside a r ...