Using Get Transform at Distance Along Spline with a spline that has multiple points along with Blueprint Nativization causes the output of the node to become unpredictable. Regression? No This occ ...
In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...
Packaged game will crash on open when using Nativize blueprint asset in the project settings if the user is calling the node Get Data Table Row ...
If a third-party plugin is present in a project that is being packaged with the Nativize Blueprint Assets option turned on, the packaging process will fail because necessary header files in the plug ...
When using the Add Child Actor Component node with a class set on the node with Blueprint Nativization enabled, the packaged game crashes upon launch. A workaround for this is to leave the class bla ...
Reparenting a blueprint from a blueprint to a native class will cause data loss if both parents have a component with the same name. The component ptr will always be null after reparenting. Expected ...
Consider an actor defined in C++ with "bIsSpatiallyLoaded" set to true (the default), and a derived blueprint that overrides "bIsSpatiallyLoaded" to false. Now consider an actor instance of that blu ...
We are testing the new Windows Mixed Reality native support and have found that the trigger mapping to a button is working, but the trigger mapping to an axis is not, i.e. the event MotionController ...
If a project is packaged with Nativize Blueprints enabled, blueprint event graph information does not run. ...