When using the Subobject Data Subsystem in C++, method FSubobjectData::SetupAttachment() can be used to help attaching a component to a parent at a given socket. This function receives SocketName as ...
A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...
A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning in USimpleConstructionScript::FixupRootNodeParentReferences(): USimpleConstructio ...
A fatal error occurs if we change a Child Actor Class from one BP (ex. "BP_A") to a different BP ( ex. "BP_B") and later change it back to the first BP (ex. "BP_A") without compiling the BP between ...
Dragging a BP actor containing a child actor component of an actor class with a static mesh as its root component into the scene viewport will cause artifacts and hit SceneData.AttachmentCounter.Get ...
When an instanced static mesh component with a material using a PerInstanceCustomData node has its data floats pasted in, the editor crashes with an "Array index out of bounds" error. The licensee w ...
To step through the issue, in the -DiffOnly cook add a breakpoint to UChildActorComponent::OnRegister and UChildActorComponent::OnUnregister. It should hit 4 times:Once when LoadPackage loads the ma ...
Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...
When a blueprint actor with a child actor component is placed in a level, and the child actor component is set as editor-only, the output log will show a validation error when the actor is moved and ...