Blueprint inputs are added to nodes as metadata, with the key set to the pin name and the value set to the default for that pin. Since blueprint functions allow you to name your own input pins, this ...
Changing the name of an Actor Component code class in a project results in any existing Blueprints that derive from code classes that use that Actor Component to not display the Actor Component's pr ...
Using the Python function unreal.SystemLibrary.set_bool_property_by_name() to change the default variable values of a child Blueprint do not work as intended. Tested in 4.20.3 (CL - 4369336), 4.21. ...
A static array based on an enum does not display the enum names in Blueprints if the size of the static array uses an explicit C-style cast with a space between the type being cast to and the enum b ...
Enabling the check boxes for Merge GC Clusters and Blueprint Clustering causes packaged Windows projects to crash on startup. The log and dump files regarding this crash have been attached to this t ...
RPCs called on actors force a channel to be opened and the actor to be replicated at least once. If the RPC is called on a new replicated component while the actor channel is already open, but the ...
The user wants to express using the difference between SceneDepth and CustomDepth. However, when r.CustomDepth = 3 (Enabled with Stencil), the expression can not be realized because the SceneDepth a ...
When updating to 4.21, Element previously added to DataTable is missing. This only occur when you move to 4.21. If it change from 4.19 to 4.20, DataTable will keep data. it can restore broken data b ...
In Scripted Actions, if you execute a function after using Rename Asset or Duplicate Asset, it will crash. If you do not execute the function it will not crash. ...
When migrating from the version before 4.20 to the version after 4.20, opening the level sequencer will crash. I think that there is a problem with conversion from SnapTimeInterval (FixedFrameInterv ...