Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
[Image Removed] change FindObject to StaticLoadObject might fix this issue ...
Changing the "Editor Preferences > Content Editors > Graph Editors > Tracing > Default Data Wire Thickness" value in the "Editor Preferences" only affects single value data wires. Containers (Array, ...
When a running search in all blueprints is closed, it may prevent an AsyncTask used to return the look up FText's from StringTables from running on the game thread, leading to a deadlock. When the ...
It is possible for the while loop in UnrealEditor-SubobjectDataInterface.dll!USubobjectDataSubsystem::GetActorRootHandle(const FSubobjectDataHandle & StartingHandle) Line 815 to not terminate when ...
When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...
If you make a Blueprint Macro Library that derives from UObject you are then unable to use any functions that require a WorldContext, like Delay. This is because the WorldContext cannot be assumed l ...
User reported that upon removing a pin from a Sequence node the editor crashed. This only happened once, so may be a multithreading race condition or there may be additional unknown factors. The cra ...
There is no UI refresh for the Implemented Interfaces list in the Blueprint editor UI after a Blueprint Interface asset is renamed in the Content Drawer. Consequently, the interface cannot be remove ...