This issue occurs when placing a breakpoint inside a loop in a blueprint's Event Graph or Function Graph. The breakpoint is only triggered once, even though the loop should continue executing. When ...
Editor Utility Widgets (EUW) can be used to script editor behavior. One use case is the automation of asset creation. A licensee has reported that when an EUW is used to create an asset, for as lon ...
When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...
A user has reported that when an actor blueprint enables Generate Optimized Component Blueprint Data, default instanced objects of components are not properly duplicated in cooked builds. This resul ...
EditInlineNew objects added to Instanced array stored in a struct are seemingly ignored and the object is instead parented to the CDO of the owner. The owner must be the BP child of a parent BP tha ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984 When using the drop down to select a sound wave asset as an input for a Macro then getting the duration of the sound wave within the ...
After triggering a breakpoint in blueprint, variable getter nodes can display the value of a different object than the node's target. For example: if an actor class has a value MyBool and the bluepr ...
When the default value of an Instanced variable defined in C++ is changed, it is not reflected in the default value of an Actor placed on a Level. In the reproduction procedure, when the default v ...
Disabling BP node will function properly in event and macro, but it does not work in function. ...