See linked UDN for more information. ...
New elements are not being initialized properly when setting up the default value for arrays of user-defined structures in nativized Blueprint C++ constructor code. ...
Building the level or lightmaps can clear the volumetric lightmap. In 5.5, this requires you to perform a full build, or a lighting only build with a BSP brush in the scene. In 5.6, all level build ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
This is a trending crash coming out of the 4.18 release. It may be a regression. User DescriptionsOpened the sample VR-project and entered the VR-mode form the editor.Crash in VR mode. New project ...
When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...
When we have Vectors in BP with Show 3D Widget enabled, the Transform Widget would always snap back to the Actor after we move the 3D Widget in-world. [Link Removed] Removing the _DaySequenceActor ...
When adding an asset directly to a blueprint, it is not in the streaming components, so the assertion fails when setting the geometry cache. ...
Some key lines in the code:Engine\Source\Runtime\MovieSceneTracks\Private\TrackInstances\MovieSceneCVarTrackInstance.cpp:177 --> Apply CVar when entering sectionEngine\Source\Runtime\MovieSceneTra ...
Consider a UStruct with some basic type members, each one with a default value specified in the struct. Also consider a TSet or TMap with that struct as keys, used inside a UObject as a UProperty an ...