Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...
UDebugSkelMeshComponent and PreviewInstance are lost current animation asset. There are 2 ways to fix below void UDebugSkelMeshComponent::InitAnim(bool bForceReinit) { // If we already have Pre ...
Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...
The problem is a result of two things: UNavigationSystemV1::bStaticRuntimeNavigation being staticUNavigationSystemModuleConfig::UpdateWithNavSysCDO copying the data from nav sys CDO, including bStat ...
Instanced EditInlineNew objects are kind of broken right now and hard to make full use of. In addition to the notes above, there are some cases where you can't even assign new values into the base c ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
This is a regression introduced by the particle system manager. It does not account for the owning actor's time dilation when ticking the particle system components. ...
The incorrect use of NewObject() to instance nested class-owned subobjects will force StaticAllocateObject() to reconstruct the instance that was already constructed by the outer class ctor in nativ ...
When "Extend default luminance range in auto exposure settings" is enabled, the Color View Mode in the vertex painting editor mode ceases to work and without any warning to the user. ...
Sequencer rounds when converting time ranges to frame number ranges, which can cause one frame gaps. If an event falls on that gap, it will not be triggered. ...