Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...
If a user declares a UFunction with the exec specifier, the UHT will add a call to that function so that it can be used as a console command in the editor. This becomes an issue when the declaration ...
It is possible to cause an editor crash when changing a the value of a node involved with a reentrant expression. See the steps to reproduce for more information. Specifically, the crash occurs whe ...
This issue occurs when a static function is created and has a struct parameter that has a delegate exposed to blueprint. When using the helper function in blueprint after having used "Split Struct ...
When using HasNativeMake or HasNativeBreak, UK2Node_CallFunction is used instead of K2Node_BreakStruct, but UK2Node_CallFunction does not consider the property DisplayName. Collecting the propertie ...
Any calls to UGameplayCamerasSubsystem's blueprint-callable functions has the potential to crash the UE editor or a game project by using the wrong PlayerController or calling it at the wrong time. ...
Naming a custom event string input DisplayName will cause the BP Node spawner to use blank or user-entered data for node listing+creation. Additional Notes: This also occurs when renaming the Text ...
User comments:when i buld light on preview it build light 100% after that when system showing 43% or more after building light engine crash every time, pls help me... thanksDuplicating three Spher ...
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...
NAND is not an associative operation, so it should not use the markup that makes N+1 input nodes work by calling the underlying function N times. This was brought to light here: https://udn.unreale ...