Using the HideCategories = (CameraSettings) specifier inside a custom CameraComponent class will cause the editor to crash when the component is added to a blueprint. Restarting the editor will sho ...
If an ActorComponent contains a UObject property of a type that is DefaultToInstanced, any time a Blueprint of a class containing that ActorComponent is compiled the UObject value is reset to None. ...
Adjusting properties of a Blueprint instance's components in the level does not update references to the properties in the BP's Construction Script. Note: this would work in 4.8.3. Reproduced in 4. ...
After vertex painting on a Static Mesh component of a Blueprint, the Vertex paint data is lost when the Blueprint is copied. Oddly, pasting into a text editor shows VertexColorData, but it seems to ...
Adding a function to a Blueprint component causes other Blueprint that use that component to have Errors and must be re-compiled. ...
If a Blueprint is made from a custom Blueprintable StaticMeshComponent, and that Blueprint is added as a component to another Blueprint, an Ensure is triggered. No Ensure occurs if the custom nativ ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...
Event Tick works when it's running on Windows however once it's packaged or even launched onto all platforms, the event tick does not work as anticipated. This happens on all platforms. *Project ca ...
add a capsule component to a blueprint, and scrub the "radius" value with your mouse till it's as high as it can go. If you exceed the half-height value, your capsule is now totally fudged until yo ...
When blueprints associated with the actorcomponent are open and changes are made to the actorcomponent, once it's compiled there are compiler errors on the indirect blueprints. ...