When inside an array is used a UStruct with a FGameplayTagQuery var that has the EditCondition meta that is evaluating inside the struct. When a new element is added to the array in the editor, if a ...
After removing an interface from a blueprint, any interface functions in the blueprint can be transferred to a local function. However, after this occurs, the inputs and outputs are removed from the ...
To add some meta data to an asset you need to do a "Editor Utility Widget" I create a button that add the metadata to a specific assets here is the onClick graph of my button [Image Removed] I us ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
Currently, the Control Rig Editor allows the user to use the "Instanced Struct" type, for example for a variable or function input/output. However, this type does not seem to be properly supported ( ...
When a component class (base) contains a component property (Nested) adding the base component to a blueprint and changing the position of the component will update the base and nested components as ...
ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...
The skeleton tree search does not search for constraints based off of their full displayed name in the tree. Only their second bone name is used when filtering (despite portions of their full name s ...
The User has provided an extensive log of their code base setup, and the process leading up to when the Assert occurs. "Our game mode & player state FSM are setup in a data driven manor using UDa ...
A user has reported that Materials that contain a custom HLSL node that has a Struct with a function declared inside of it results in the material failing to compile for GLSL, causing the Material t ...