After reordering, if you hover over the "Component Blueprint B" entry, the object path indicates that it's incorrectly referencing a transient object. This is why GetWorld() now returns NULL and the ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
It's possible to end up in a state where some entries were saved in ULevel::DestroyedReplicatedStaticActors, which causes a crash when PIE starts up. I'm not sure how entries could end up in this l ...
In some circumstances a vislog entry can end up with it's location not set up to owner's location. ...
If a base class function returns its own class as a literal value, the nativization process will emit the literal term as "GetClass()" rather than as the actual value (e.g. UBPBase::StaticClass()). ...
In the sample project we have a Widget Blueprint asset (SomeWidget) that implements a native interface (PrintSomethingInterface.h). However, in the DefaultEditor.ini file, we've also excluded all Wi ...
Allow user to enable layers when importing Landscape Tiles from the Level View in a World Composition Level. Allow to reimport that layer data on a Edit Layer later on when using the reimport featu ...
Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...
Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...
The "Reset to default" button/arrow is missing from the channels listed in the "Object Responses" section of the Collision Preset details customization. ...