The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...
A static array based on an enum does not display the enum names in Blueprints if the size of the static array uses an explicit C-style cast with a space between the type being cast to and the enum b ...
This bug was reported by Nurulize on UDN: UPackage::Save calls FMD5::Update at line 5918 The bug comes from the fact that Writer->TotalSize() is int64 vs the 2nd parameter of FMD5::Update which ...
Changing the name of an Actor Component code class in a project results in any existing Blueprints that derive from code classes that use that Actor Component to not display the Actor Component's pr ...
Using the Python function unreal.SystemLibrary.set_bool_property_by_name() to change the default variable values of a child Blueprint do not work as intended. Tested in 4.20.3 (CL - 4369336), 4.21. ...
Collision does not appear to work properly on a static mesh that is set up with UseComplexCollisionAsSimple. ...
**Physics collision ignores Capsule Collision, When Skeletal mesh root bone orientation is rotated in the Z-Axis, resulting in unexpected collision behavior. Screen shot has been attached to de ...
When using the Property Matrix to edit a Data Asset, there is an extra column shown named "Native Class" that cannot be edited. This is most likely due to the code only checking to see if a property ...
This occurs in //UE4/Main @ CL 4670176 Not a Regression. This is similar to https://jira.it.epicgames.net/browse/UE-59149 but when adding more player characters it seems to change the planar reflec ...
We need to handle TrackedDeviceClass_DisplayRedirect as a valid device in SteamVRController.cpp ...