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. ...
For Animation and Tick, we have confirmed that pausing can be done by stopping Native Tick. But we can't stop with Material. Widget Component can change the handling of time with EWidgetTimingPolicy ...
This doesn't seem to occur every time I run the editor, I can't get it to repro consistently Note: It is possible that this is happening in blueprints based off of a native c++ class has been rel ...
There's some quirky behavior occurring with the component's CDO when we change a value that isn't compared by the native code's equality operator. It only seems to commit when we first change anothe ...
Webbrowser in Mobile devices gets most higher zorder in UMG. This is, as I belive, expected since it is running in native functions. But to meet behaviors in PC, making it to follow given zorder see ...
When launching the editor for the "external\foreign" project, the code in GetEngineAndProjectAbsoluteDirsFromExecutable ends up superseding the path returned from {{FPlatformMisc::ProjectDir() }} wi ...
Server are not visible to clients in ShooterGame when the LAN is set to off. This occurs on all native platforms when trying to connect to each other when the LAN is off. REGRESSION: Yes Worked: 4 ...