Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...
"Parent Class:" field missing from actor description when hovering over an actor in the content browser This field was available in 4.16, however it is no longer available in 4.17 (Appears to be a ...
Observed on all native platforms ...
Occurring on all native platforms. ...
Crash occurs when attempting to call native Pre-Construct in the attached project. ...
In a project with circular dependencies, components belonging to a native base-class are nulled when a blueprint sub-class is compiled. ...
OnLastChanceToAddNativeTags is called after the call to UAbilitySystemGlobals::Get().InitGlobalData(), so native tags fail to make gameplay cue associations. ...
It looks like maybe CheckDefaultSubobjectsInternal() isn't set up to handle non-native (i.e. Blueprint) class types? As well as AActor::CheckActorComponents() perhaps? ...
Heatwire effects do not work for execution wires touching user macros. Native macros do not exhibit this behavior. Note: This is with BP Profiler turned off. ...
The editor-only function in the native parent class is not compiled in the game module, which is why we're getting this error. The Blueprint compiler should follow suit during cooking and not genera ...