When the default value of an Instanced variable defined in C++ is changed, it is not reflected in the default value of an Actor placed on a Level. In the reproduction procedure, when the default v ...
If you use both Category hierarchy and CallInEditor in UFUNCTION, it will result in an unintended sequence as shown below. [Image Removed] And, the following code can solve this issue void FDetai ...
The URL parser encodes the input path to a URL-encoded path even if it is local, so if the path contains unicode characters (such as Japanese Kanji ), the media file cannot be read. Following worka ...
When using a Transformation Widget in a Blueprint, the size of the widget seems to be some kind of product of size in screen space, object scale, and the transform widget scale that makes it much to ...
Game feature plugins load config files in a different way than normal plugins, which is confusing and can lead to broken behavior unless the developer knows about these issues ahead of time. The loa ...
User reported an issue of a mesh not being visible when a project has multi-level blueprint inheritance. After reproing, I believe the root cause is DefaultSceneRoot of the grandchild BP class not c ...
UBlueprint::IsDataValid() does not currently check component templates inherited from a parent Blueprint class asset's SimpleConstructionScript; only the current class hierarchy is considered. Given ...
External requests to enable external linkage for SFindInBlueprints APIs, for which visibility is currently limited to the Editor/Kismet module. ...
From a UDN user: [Crash] Update Rate optimization enabled on b_hero_shootermannequin in LyraStartergame crashes Hello,I haven't dug in to it yet, but with the Lyra Starter project if you enable ...
When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...