Two conditions for this bug to appear:The new actor class we are re-parenting to overwrites the root component in C++The map is not loaded while re-parenting No current workaround other than to rep ...
Assertion fails when a struct is opened with a class reference stored and with the struct as a variable in the class that's referenced. A restart is required in order to see this occur. Repro Rate: ...
This is not a regression. Splitting a Structure input pin from within a Collapsed node results in duplicate inputs that over ride any data passed into the struct pin. ...
Compiling a blueprint component can cause data loss on instances in the level when the component instance overrides its owning Blueprint's property value overrides back to the component archetype's ...
Reported by licensee: [Link Removed] In UE4, we used Multiply_Vector2DFloat as the underlying function for this operation. In UE5, we're relying on promotable operators to the work. However, that o ...
Currently, structs that have a custom make function aren't able to use the "Set members..." node in Blueprints. For vectors and similar structs, this is slightly inconvenient since it requires using ...
Unable to bind float variables to certain properties in Widget elements. You are able to bind Structure floats if needed as a workaround. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#183 ...
It was noticed that after changing the class of the component and restarting the editor, the Detail panel is no longer displayed, which makes it impossible to work with it. Repro Rate 5/5 Regressi ...
It seems the editor crashes when adding a new Macro to a Blueprint Macro Library. This only occurs if you rename the macro that gets automatically created when you open the macro library to somethin ...