When creating a Blueprint Function under a non-default category, if you name one of its parameters "Category" the function will be moved back to the default category. This is working as expected in ...
There seems to be a discrepancy between the output of Get Mouse Position node depending on whether the node is inside an Actor function or called from Event Tick. If the node is present inside a fun ...
When a project is reopened that contains structures, they will be corrupted with a hash code instead of their original values. If the "Break Struct" node is removed it can't be re added as it is not ...
A user has reported that using GetAttachedActors in the Constructor does not work properly. If actors are attached in the editor, the function does not return the correct value when called in the Co ...
The code in GameplayTagContainer.cpp has code for generating debug strings representing tag queries. Compare the code in EmitTokens in all other queries to the code in UEditableGameplayTagQueryExpre ...
When copying a Blueprint actor, Variables with brackets in their names don't have their values copied. IE: Creating a vector variable named "MyVector[]" This behavior also replicates with round brac ...
When creating an Actor Blueprint (Testbase), and creating a new Blueprint Actor that inherits from Testbase (TestBP). We can drag an instance of TestBP into the World. If we go back into the Parent ...
You are unable to access or create references to any Sublevel Actors in the Persistent Level Blueprint. Licensee reports being able to select the Sublevel Actor and then right-click to create a refe ...
The GetAssetRegistry blueprint node only produces the asset data for the Material class and its subclasses. It completely ignores the asset data for Actor, derived Actor class Blueprints, and the su ...
The construction script does not update the parameters of the actor component. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 1 CL# 4435822, 4.22 CL# 4470579 ...