User reports difference in ComponentVisualizer behaviour between level viewport and blueprint editor viewport. Details and repro in the referenced UDN ticket. ...
User reports a difference in how component visualizer clicks are handled in editor vs blueprint viewports. This is likely not intentional, just a case of a difference in control flow in each viewpor ...
Node operations cause all of the collapsed nodes to be auto expanded. This is disruptive when working with complex hierarchies because you can't hide irrelevant components. ...
Subobject sorting is not stable in the Subobject editor, so the UX is bad if you are creating complex hierarchies because it's difficult to keep track of newly added or reordered components. ...
From licensee: If I create a function in a Blueprint Interface or Blueprint Function Library and leave it in the Default category, it shows up in the "All Actions for this Blueprint" menu under "Cl ...
When Blueprint default values are edited, those edits will also be propagated to any active instances in the level. Each edit event will mark the level as dirty. Similarly, in a World Partition map ...
If a Blueprint asset contains a function call node for which the referenced function context is set to 'self', if the "Target" pin is connected to a type that equates to the owning Blueprint asset ( ...
we can do a "cheap fix" here by adding the "IgnoreTypePromotion" metadata to the date time functions, but there are some underlying issues with the FindBestMatching func in this case causing it to f ...
SCS added components pasted from an actor instance in the level editor cannot be deleted from the target Blueprint because the component template has the RF_ArchetypeObject flag. ...
UE4 had a label next to interface function calls in the context menu to differentiate the target, i.e., interface vs interface implementer. This is missing in UE5. You can hover over the entries to ...