After creating the BP derived class and starting PIE, the problem pointer is set to the owning component as expected. However, after the component’s constructor, FObjectInitializer::InitProperties c ...
Context In actor blueprints, you can change an inherited component’s class in the editor by selecting it in a child blueprint and changing its Component Class in the Details panel. Problem When o ...
The bug only happens when the ChildActorComponent is added to the BP after placing instances and saving the world. Adding the ChildActorComponent after this will result on the name of the child acto ...
Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...
Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject. In some situations, ...
After editing engine source files and triggering Live Coding, derived Blueprints that inherit from a Blueprint containing a ChildActorComponent cause UChildActorComponent::Serialize to run on a Live ...
A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...
Creating a local variable inside a Blueprint Function with the same name as a replicated property of AActor (for example, “Role” or “RemoteRole”) and then using a connected Set Variable node for it ...
When a property is created in this way, a local variable with a Private flag is generated. Since such a variable is generally not desirable, it would be better to remove the Private flag upon pastin ...