Event Graph 'Begin Overlap' event fires while not in Simulate or PIE. It seems to somehow be linked to the components. If the actor contains a Box Collision component and either a Static Mesh comp ...
Preserve Non-Uniform Scale doesn't work for child actors when they are scaled smaller than the parent. Licensee Description: I just noticed that the option does not seem to work if the object is p ...
UActorComponents don't currently allow subobjects that are UActorComponents. However, this also prevents them from having "normal" instanced UObjects. The UObjects can be added to an ActorComponent ...
Defining a ChildActorComponent in code, then setting the component to a blueprint derived from another code class causes the editor to crash when opening the parent blueprint if any changes are made ...
When a code component contains a pointer to an actor, adding the component to a blueprint and setting the pointer to point to an instance of the same blueprint will cause the pointer to reset to "No ...
I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...
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 ...