Quote from the UDN: This is easily fixed with a conditional in bool FBlueprintEditor::ConvertFunctionIfValid(UK2Node_FunctionEntry* FuncEntryNode) which we've done locally, but should probably be ...
When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...
When reparenting blueprints and both the old and new parent blueprint contain a subobject but with different values on it, the reparented blueprint doesn't correctly inherit values from the new pare ...
In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
Failure occurs at compile time during GC when the replacement component that we create is being destroyed. This component includes the BillboardComponent instance that's attached to the scene compon ...
From the UDN licensee: I put together a draft PR of something that should work. As I mentioned in the PR, this works as expected with one caveat; in SPinComboBox::Construct we are hardcoding the to ...
Undoing a child actor's component transform in its Blueprint editor isn't reflected in child actor instances in the level editor. Subsequent transforms are also not propagated after the undo breaks ...
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. ...
If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...