This is a regression that was introduced with changes made to address issues with native vs. non-native component registration at Blueprint construction time ([Link Removed]). Prior to those change ...
When using the Property Matrix to edit a Data Asset, there is an extra column shown named "Native Class" that cannot be edited. This is most likely due to the code only checking to see if a property ...
If a Blueprint is made from a custom Blueprintable StaticMeshComponent, and that Blueprint is added as a component to another Blueprint, an Ensure is triggered. No Ensure occurs if the custom nativ ...
Regression: In UE4.10, the border that now occurs around New Editor Window causes window to extend beyond native screen resolution designated in Editor Preferences causing the window to 1) Not be ce ...
When a native actor 'AMyActorClass' creates AttributeSets as a default subobject via CreateDefaultSubobject, duplicating an actor blueprint based on AMyActorClass will result in a blueprint with an ...
If you have a sitatuion like Public/Filename/Foo.h Public/FileName/Bar.h you cannot have #include "Foo.h" #include "Bar.h" in your .cpp file during the native build. Either Foo.h or Bar.h will b ...
Currently, properties added to a native class in a derived blueprint class are not being recognized by the Bind menu on UserWidgets. The only way to make additional properties appear in this list is ...
Child windows created as part of the editor startup process won't have a title. This happens because the native window hasn't yet been created when we set the title in FTabManager::RestoreArea_Helpe ...
Removing HISMs in a packaged project causes meshes to remain and flicker in a packaged project. (Inclusive Nativization is enabled in test project, but issue occurs with nativization disabled as we ...
When moving these components around in the world editor, the transform gizmo will move with the undo, but the actual component will not. I could not repro this behavior with non-native component ...