A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...
Context Instanced Actors can be moved by unchecking Lock Instance Locations on an IAM, and double-clicking into the actor → comp → instance to select an instance. Problem Moving an IA via the giz ...
There's a crash in FCharacterList::GetKerning() when using the editor in Japanese that is apparently fixed in one of these three changelists: CL# 2370014, 2370050, and 2370040 But they were not ...
In the project attached in original UDN post (too big to attach here) there is a tree that was created with the pivot painter tool that is animated. In the editor it behaves correctly, but trying t ...
Originally marked Won't Fix in 2017. Issue reopened on May 1, 2024. All inputs of a Select blueprint node are evaluated, even though in the end only one value is selected. This is wasteful work. ...
Workaround:Open M_TableRound, move a node. Save the MaterialReopening the project seems to fix the issue Replacing the reference of the deleted table texture is rendering default material. Note T ...
With each relaunch of the Editor, the Main Frame Window grows by 10x10 pixels. The editor viewport, in turn, grows by a few pixels in response to that. See attached three images: Window1, Window2, ...
When using the DoOnce MultiInput node in blueprints, deleting a newly added pin on the input side will not delete its corresponding output pin. Adding a new pin after that will create the result lik ...
When a blueprint function library reaches a "World Context" node, the result returned by the node is invalid / null in Standalone mode. Additionally, the node will occasionally report as invalid in ...
When a new class is added to a subfolder, by entering the folder name in the Add C++ Class - Path field, navigating to the new subfolder doesn't work if the Content Brower's Sources Panel is closed ...