The pawn character is added to APlayerController::GetSeamlessTravelActorList, so it'll be persisted during server travel. The Niagara component is spawned during BeginPlay and activated manually. W ...
When a NavmeshBoundsVolume or NavModifierVolume is parented to another actor in the outliner, navmesh is not updated along the volume when the parent actor is moved. If the volume is deleted and the ...
When adding text after switching from half-width to full-width input using Microsoft IME, there may be a delay of about 3 seconds before the text can be entered correctly. This is supposed to occur ...
When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...
In the scene outliner, if you add a folder with one visible actor in it, and filter out some of the actors, users are unable to toggle the visibility of the folder anymore, or they are only able to ...
Currently, UBlueprintGeneratedClass::GetPreloadDependencies() is only inclusive of subobjects instanced via CreateDefaultSubobject(). We may need to broaden it to include RF_ArchetypeObject and/or ...
When Blueprint default values are edited, those edits will also be propagated to any active instances in the level. Each edit event will mark the level as dirty. Similarly, in a World Partition map ...
If a Blueprint asset contains a function call node for which the referenced function context is set to 'self', if the "Target" pin is connected to a type that equates to the owning Blueprint asset ( ...
As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...