If a new editor plugin has a button added with OnClicked functionality, the editor will crash immediately when accessing the plugin. Removing the OnClicked portion of code allows the plugin to be a ...
Changing a UPROPERTY value from BlueprintReadWrite to BlueprintReadOnly, or vice versa, and performing a Hot Reload results in the variables not being found in the Blueprint's Event Graph context se ...
For some reason a datatable created in the editor, using a row struct built in c++, is corrupted after re-opening editor. Its row struct property is set to none. This is a regression. ...
Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...
The comment for the AddLocalTransform node states "Change in transform of the component in its local reference frame. Scale is unchanged." However, when the node is used, the existing scale of the o ...
The collision channel specified in LineTraceSingleByChannel does not appear to be taken into account when the trace is performed. Instead of ignoring any objects that are not set to that channel, an ...
If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...
Attachment will currently fail at runtime during load and/or construction if a component from a non-nativized child Blueprint is attached to an inherited component from a parent class that is nativi ...
If a static library that is included with a UE4 project is changed, the new version of the library is not used when the project is built again. Instead, the original cached version of the library is ...
User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...