When an Actor is identified to seamlessly travel, its child actors should also seamlessly travel with it (or maybe it should be an optional flag), rather than destroying and recreating on the other ...
When an array of custom UObjects is defined in an actor component class, blueprint instances of the component class cannot update the array elements. Array elements only update inside the blueprint ...
This is a regression that was introduced with changes made to address issues with native vs. non-native component registration at Blueprint construction time ([Link Removed]). Prior to those change ...
PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...
This behavior is a regression in 4.12. Essentially we switched to attaching child components as part of the OnRegister() logic. This caused all root-level SCS components (including non-scene compone ...
The editor will crash when using "Convert Selected Components to Blueprint Class" for actors that the root component is not tagged as a BlueprintSpawnableComponent. ...
Making changes to components added to the Blueprints viewport can not be undone. I made translation changes to the camera, character and added a box and I wasn't able to use undo on those changes. ...
When a blueprint is added to a level that contains a procedural mesh component the level is unable to save. The error message that pops up is attached as a screenshot. Edit PatrickD (08-29-2016): C ...
Looks like maybe the PropertyView stuff doesn't like it when the subobject name matches the parent's object property name? In this case the CDO is the object that will be selected to the PropertyVie ...
Attempting to save a blueprint that makes use of a component whose variable has just been renamed fails due to the following error.Can't save [asset path].uasset: Graph is linked to private object(s ...