Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged. Project Rar File: [Link Removed] ...
Currently value propagation is handled at the property node level (c.f., PropagateContainerPropertyChange), and is unavailable to any other editor code / scripting (whether in Python or BP or C++). ...
Our team has been using property instances, and have run into several problems. We were able to reproduce one of the problems, and I was hoping to have your team look at it. General scenario. We ha ...
Shipping builds of the Engine fail when using the Visual Studio 2017 compiler due to a potential divide by 0 error. This is because the TotalColumnSize property of SMemoryStats is set to 0 by defaul ...
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 ...
Deleting a project from the Epic Games Launcher will also delete any files that are located in external folders that the project includes via symbolic link. In this case the only thing that should b ...
https://udn.unrealengine.com/questions/236428/bug-blueprints-executing-zombie-code.html Blueprint MyCharacter is based on native class CodeFirstPersonCharacter. CodeFirstPersonCharacter has compone ...
Not a regression. Tested in: //UE4/Release-4.26.2 CL15973114 Binary - Reproduced //UE4/Release-4.27.1 CL17735300 Binary - Reproduced //UE5/Release-5.0-EarlyAccess CL16682836 Binary - Reproduced Fro ...
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 ...
Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...