Instanced EditInlineNew objects are kind of broken right now and hard to make full use of. In addition to the notes above, there are some cases where you can't even assign new values into the base c ...
OnLastChanceToAddNativeTags is called after the call to UAbilitySystemGlobals::Get().InitGlobalData(), so native tags fail to make gameplay cue associations. ...
TextRenderActor is currently under the hidden category in the Actor class, requesting TextRenderActor to be visible under Actor. ...
Structs containing references to instances in the content browser of FloatCurves fail to store these data formats as default values. This was reported and tested in 4.24.2 (CL-11100242). This was r ...
If a level uses most of the time slicing budget but not all, the next level in the list will begin to load and could potentially use the full time slicing budget. In the worst case scenario, you cou ...
As a user I would expect the out execution pin of the LoadStreamLevel node to fire even if the level failed to load. ...
UserDefinedEnum variables in UserDefinedStructs aren't properly updated when the enumerations are reordered. FEnumEditorUtils::BroadcastChanges fixes up Blueprints but not UserDefinedStructs. ...
See this UDN post. ...
Crash occurs when the user adds a sublevel to the current level, edits the sublevel's level blueprint, and then attempts to make a new level. The state which triggers the crash seems to be when the ...
The child of an animation blueprint is not properly recompiled when the it's parent is compiled. Found in 4.24.1 CL#10757647 ...