UHT will only emit the REPLICATED_BASE_CLASS macro and set the NeedsPushModelHeaders flag when the class has replicated properties. If a base class doesn't have any replicated properties, it will le ...
FRepLayout::DiffProperties doesn't check if the property's conditions is COND_Never or if the Parent Cmd's flags have the ERepParentFlags::IsLifetime flag (which FRepLayout::InitFromClass doesn't se ...
Can't assign Media Texture assets to the Brush->Image property in Images on Widget Blueprints. This workflow is explicitly mentioned as a step in these docs, so if this is no longer the correct meth ...
A licensee has reported an inconsistency in how modified base widget class defaults are propagated to children. When modified via the UMG Designer Graph's Class Defaults, derived classes will be mar ...
Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...
Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
If the default value of a replicated property is edited on an instance of a placed-in-map actor, then on the server is value is changed back to the default, a client who joins in progress after this ...