When the "Context Sensitive" option is checked, there is a duplicate menu item that appears in the Blueprint graph's right-click context menu for every "Add Component" menu action. Unchecking "Cont ...
Enhanced Input could use another pass to make sure classes, functions and data are properly exposed to both be safe and allow users to change/expand Enhanced Input. ...
After upgrading from UE5.0.3 to UE5.1, we started seeing this error when trying to build Android Development from Visual Studio (VS2022 17.2.1): Running UnrealBuildTool: dotnet "..\..\Engine\Binari ...
Various licensees are reporting data loss on load due to the change that was made for [Link Removed] in which we now defer Blueprint CDO construction on load until the finalization phase. This issu ...
As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...
If a Blueprint asset contains a function call node for which the referenced function context is set to 'self', if the "Target" pin is connected to a type that equates to the owning Blueprint asset ( ...
FLevelEditorViewportClient::InputAxis needs to be updated to use the device mapper and FInputDeviceID's instead of the old int 32 ControllerID. Looks like this was missed during the refactor to use ...
FMassBatchedEntityCommand uses UE_MT_SCOPED_READ_ACCESS in both of its Add methods but it writes data to its TArray that it is supposed to be protecting. ...
When Blueprint default values are edited, those edits will also be propagated to any active instances in the level. Each edit event will mark the level as dirty. Similarly, in a World Partition map ...
If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...