UHT does not correctly create generated code for BlueprintNativeEvent UFUNCTIONs in an interface that return const values. In the corresponding .gen.cpp file, the generated code does not include the ...
The expected behavior occurs in 4.19; unexpected behavior occurs in 4.20 and 4.21. Marking this as a regression. Per User: Reading the LightAttenuationTexture in a material receives interference ...
Note: This does not occur when the nativization mode is set to "Inclusive" in the Project settings. Current workaround: Ensure that the ChildActor class is NOT a data-only Blueprint, by adding scri ...
This is a bug introduced with 18468289 a while ago. We added this functionality for [Link Removed], which allows input event nodes to be placed within widgets and have them behave correctly. This ...
Right now, any UINTERFACE that is not marked as CannotImplementInterfaceInBlueprint is shown as implementable in blueprint. If these functions have BlueprintCallable functions or related things then ...
Android is experiencing a delayed crash after an Audio Capture Component is destroyed. This appears to be a potential problem with the way Android's implementation of Audio Capture Component closes ...
This issue occurs when placing a breakpoint inside a loop in a blueprint's Event Graph or Function Graph. The breakpoint is only triggered once, even though the loop should continue executing. When ...
Under certain conditions, it appears that the function UPoseableMeshComponent::CopyPoseFromSkeletalComponent may crash because the BoneSpaceTransforms obtained from the source component are empty, p ...
When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...
After compiling the Animation Blueprint (ABP) during Play In Editor (PIE), the callback registered with UAnimInstance::AddNativeStateEntryBinding() in NativeInitializeAnimation() stops functioning a ...