Triggering an actor component recompilation resets all the variables to the default state on spawned actors in the level. Users can unintentionally lose property settings on placed actors in a worl ...
Actors that are spawned from blueprints will no longer have their instigator automatically set to the instigator that spawned them. This is a regression in 5.5, because in 5.4 and earlier a null Ins ...
When a world partition level (but streaming disabled) is placed as a LevelInstance in another world partition level, actors in the inner level are cooked with an outdated component hierarchy until t ...
This issue occurs when a static function is created and has a struct parameter that has a delegate exposed to blueprint. When using the helper function in blueprint after having used "Split Struct ...
A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...
Licensee was not able to access SubObjectDataSubsystem functions from their blueprint editor, as the functions (such as "GatherSubobjectDataFromInstance") did not show up in the right-click menu and ...
When a blueprint's component hierarchy is changed by changing a child component's mobility value to Static while deleting its parent component which has Movable mobility, levels saved with an outdat ...
I think that the root of the issue actually comes from the K2 node behavior itself. If you copy your node and paste it to a clipboard, you can see the pins and the string representation of all the v ...
When using the Reparent Blueprint node in an Editor Utility Blueprint, e.g. an Asset Action Utility, compilation errors will occur if you try to reparent a blueprint with a native parent class to a ...
The actor Blueprint is intentionally causing an object slice to occur. In other words, we're copying a derived type to a base type, so the expectation is that only the inherited base properties are ...