From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...
When cooking QAGame (QA-Blueprints map) an assert is triggered during the cook step. So far I have reproduced this for: Win64 and PS4. ...
Much like [Link Removed] (which I'm backing down on my by design claim), there is an issue where if you previously referenced a component that no longer exists, the correct instanced subobject is lo ...
When you remove an interface from a blueprint and choose to transfer the functions over to the blueprint the functions do not keep their inputs and outputs. Regression: YesWorks: 4.12.5 @ 3039270Br ...
When spawning a pawn that has a PawnMovementComponent attached and destroying the pawn, if a pawn with the same name is re-created it will be missing the PawnMovementComponent. ...
Seems like we are probably just missing a metadata check when drawing the details of the actor instance, and it is only doing the check for drawing ActorComponent details. ...
Here's a sample blueprint [Image Removed] The lack of implementation FCustomThunkTemplates::SetMapPropertyByName causes this error.#include "Kismet/BlueprintMapLibrary.h"// The fix needs this head ...
The one time it did not instantly crash after pressing the Launch button, I had to Kill -9 <PID> UE4Editor because it was using 129% of my CPU for 50 minutes. ...
Renaming a function category from a Interface class which a class inherits from causes crash. ...