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 ...
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 ...