FInterfaceProperty::SerializeItem (and ImportText) attempt to determine if the passed in object implements the interface in question. They do this by calling GetInterfaceAddress, which tries to get ...
IsDataValid is not called for components inherited via a parent's SCS. I've attached a small repro project. (4.27) ...
For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...
UAbilityAsync objects do not properly support a way to EndAction like a UAbilityTask. ...
Can Loop is the edit condition for two other values in the struct, and those will have values by default when the node is created, so Can Loop will be true in the make struct node. You can work ar ...
After adding a member to a user-defined struct type and changing the member type to a user-defined enumeration, repeated edits to that enumeration will eventually cause the editor to become increasi ...
Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...
See UDN(308147): [Link Removed] ...
When adding the Add Component By Class node, choosing a class that has a Relative Transform pin, changing the transform, and deleting the node the editor crashes. I tested this with the Skeletal Mes ...
This issue seems to occur if and only if viewing the value in the details panel. Following the above repro steps without looking at the value in the details panel, and then clicking the asset to ins ...