Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...
When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...
When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...
This is technically a regression that was introduced in 5.5. This was intentionally changed in order to address a separate issue [Link Removed]. Additionally, this makes it explicit that the exposed ...
hThe use case of the licensee is that he used FindInBlueprints inside the Editor to find a particular text contained in BPs and later used that listing to recompile the BPs using the CompileAllBluep ...
When a property of a ChildActorComponent is modified in a child class, the parent ChildActorComponent class can also get modified. This happens when the Parent blueprint actor has a ChildActorCompo ...
Swapping the C++ Root Component from a Child BP class, pressing Save, Compile, but not Saving afterwards, will leave the Root Component in a locked state, meaning the it cannot be viewed or edited i ...
When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...