When a native component that wants initialisation is added to a Blueprint actor in the Blueprint editor, the initialisation state of this component will not be correctly preserved by RerunConstructi ...
Undo fills AttachChildren array with null by the undo serializer. After that, a construction script tries to remove child components from parent component's AttachChildren but it can't find its poi ...
There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...
Licensee reports a difference in behaviour in instanced blueprints containing SplineComponents from 5.3 to 5.4, with respect to whether a placed blueprint containing spline component instance can be ...
If the default value of a replicated property is edited on an instance of a placed-in-map actor, then on the server is value is changed back to the default, a client who joins in progress after this ...
If the mesh component is added in Blueprint (i.e. in the Blueprint editor and/or through Construction Script), then it's not possible to edit the collision response details for an instance of the co ...
Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...
If a Procedural Mesh is created on BeginPlay (at runtime) instead of in the Construction Script, collision with non-player objects does not register correctly in packaged or launched games. This wor ...
The hierarchy of a LevelInstance actors (Outliner) will break when cooking. The source is the call to AActor::RerunConstructionScripts in FWorldPartitionLevelHelper::MoveExternalActorsToLevel. The ...
Instanced Static Mesh components created through the Construction Script aren't visible in Standalone Game. Collision is still present. They are visible in all other play modes and if created on Eve ...