The documentation: https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Reference/Metadata/index.html shows the RestrictedToClasses meta syntax as being RestrictedToClasses="Class1, C ...
The nativized spawner receives an invalid reference from the non nativized actor and fails silently meaning the variable doesn't get set. Additional info: This issue happens when using a pure and n ...
In the attached example, the third person mannequin character's BeginPlay() runs an Ability_Task which starts an animation montage. In the task it is specified that the blend out time (BlendOutTime ...
Compiling Child Blueprint and editing child component's class value, results in parent component's value being changed under certain compile conditions. "This is because they're now pointing to t ...
When nativizing blueprints the packaged build of the project runs slower than a non-nativized version of the packaged project. Found in 4.22 CL#7053642 Reproduced in 4.21 CL#4753647, 4.24Main CL#7 ...
The default scene root of an blueprint actor is not removed after adding a static mesh component via C++ until after restarting the project (or reloading the blueprint asset) Found in 4.22 CL#70536 ...
When you remove an axis mapping using a specific key it will remove all mappings even if they have separate scales. The user found a fix that I verified that worked. In "InputSettings.cpp", which i ...
When the order of construction is backwards it makes it impossible to have native objects set up components in OnConstruction, that a child BP Construction Script then has access to. Sometimes the C ...
Moving from "float" to "FGameplayAttribute" is causing a test to fail. ...
Overriding a Custom Function from a Parent Blueprint with no return output in a Child Blueprint results in custom function appearing in event graph of child Blueprint. ...