APlayerController::ClientStartOnlineSession() checks PlayerState at the start of a game after loading a level. Due to time needed to load in, client player state may may return NULL ...
When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...
When reset a MovieSceneObjectBindingID type property, the display of the property is not reset but keep the value before reset, until the property form is clicked. [Image Removed] ...
Renaming a Blackboard Key removes it's references in the Behavior Tree ...
Parent component visibility in a child blueprint isn't reflected in a launched/packaged project. ...
Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...
Physics Constraints do not have the same values if they are part of an 'Always Loaded' level. They will work correctly in the Persistent level and a level that is Streamed in. This becomes problem ...
If a user makes an enumerator in C++ and sets one of the variables to Hidden and doesn't make it the last variable of the enum, it will cause issues with the numbering of the enum when using the Sel ...
It appears that the preview scene used to render thumbnails is not destroyed after a thumbnail is rendered, even after the blueprint editor is closed and GC is run. Also found in Release-5.4, CL: 31 ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...