UObjectProperty properties within a UActorComponent class aren't exposed for editing in the Details panel when choosing to edit native component defaults in the BP editor. ...
UnrealHeaderTool and the Blueprint compiler generate inconsistent metadata for object reference variables whose underlying class type includes 'DefaultToInstanced' metadata. UnrealHeaderTool-genera ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
Attempting to change the Weight of a Weighted Blendable at runtime via the Level Blueprint leads to a warning generated by the Make PostProcess Settings node:Warning Blendables - the native proper ...
Context In actor blueprints, you can change an inherited component’s class in the editor by selecting it in a child blueprint and changing its Component Class in the Details panel. Problem When o ...
"By default, the device profile for android_high (which is used by phones such as the galaxy s8 and s9) gives a scale factor of 1.0 resulting in 1280x720. When choosing a ~2:1 device such as the gal ...
A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning in USimpleConstructionScript::FixupRootNodeParentReferences(): USimpleConstructio ...
There is currently no simple way to do a deprecated variable fixup on native variables that are set by a blueprint class. For a simple variable rename, CoreRedirects can be used and will work proper ...
UPDATE: We were able to get around this issue by renaming our external drives. The actual problem is that Mono's xbuild fails to build UnrealBuildTool QA REGRESSION: YesWORKING: 2386770BROKEN: 23 ...
A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...