If an instance of a blueprint is in the scene selecting it and another blueprint and choosing the option to Replace references of the one in scene with the other will cause Critical Failure errors. ...
Setting a UCLASS() macro with the "HideCategories" property will updated after a hot reload but after closing /reopening the editor the hidden category will be visible again. ...
Drag coefficient on vehicle blueprints affects forward and reverse differently. If in reverse, it seems to be additive or multiplicative to the vehicle's movement as opposed to providing any resista ...
Sculpting a landscape densely covered in foliage crashes editor after freezing. Frequency: 2/2 crashreporter: N/A Additional CrashReporter - [Link Removed] ...
Breaking out row pin on "Get data table row" node and checking a variable against a variable from a separate, unused "Get data table row" node causes error and fails compile. The error does not prov ...
When outputting with Custom Render Passes, the Render Pass is automatically added at the end of the output frame file name. We have a few variables that we can control in the FileName Format sectio ...
Crash when Child Actor Component, that is set to Destroy Other Actor on overlap, overlaps Parent static mesh inside of the blueprint editor Crash Reporter: [Link Removed] ...
Filepath for asset referenced in Gamemode blueprint produces error: /Game/ACustom/Code/cBP_Gamemode: Failed import for ObjectProperty /Game/ACustom/HUD/Game_UI.Game_UI_C:STMSG Fix up redirectors ...
Landscape collision does not properly register if a character collides with it from under the landscape. ...
Component tags do not register when checked within blueprints. ...