Licensee was not able to access SubObjectDataSubsystem functions from their blueprint editor, as the functions (such as "GatherSubobjectDataFromInstance") did not show up in the right-click menu and ...
[Link Removed] Original issue shared on UDN: [Link Removed] ...
WidgetComponent controls widgets through VirtualWindow, but VirtualWindow does not have HWND, so IME cannot be enabled. The following workaround enables IME activation. void FSlateEditableTextLay ...
When we server travel with seamless travel enabled, and a legacy camera shake with an anim sequence set is currently ongoing, we will get a crash due to the UMovieSceneEntitySystemLinker failing a c ...
Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
When duplicating a blueprint interface, the GraphGuids of the original BP interface's function graphs are unchanged: function graphs across the two BP interfaces now have the same GraphGuid. This is ...
The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...
Placing a section at the very end of a montage with no duration or animation assigned after it is not properly handled. Normally sections with 0 length are skipped and search continues since they ...
When diffing a blueprint against depot via the Content Browser context menu action "Revision Control > Diff Against Depot", restoring an instanced object property from the depot version results in t ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...