When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...
When a property is created in this way, a local variable with a Private flag is generated. Since such a variable is generally not desirable, it would be better to remove the Private flag upon pastin ...
If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...
Copy-pasting an actor property that is a set of strings adds extra quotes and escapes. The licensee has reported: The problem doesn't happen for example for properties of types set of integers, nor ...
ChaosCacheManager (CCM) is not recording the Observed GeometryCollections (GC) NotifyBreak states between level loading and will default to false if changed from Record to Play. AChaosCacheManager ...
When you place a Skeletal Mesh using a Simulated Physics Asset into a Blueprint, check Always create a Physics State and Save BP, crash. [Link Removed] Also reproduced in Main Promotable-CL-259954 ...
The "Find" node can cause a crash if the a map with a struct value changes type while connected, is disconnected and reconnected. Compilation fails and crashes the engine. Found in 4.23.1 CL#963142 ...
The Geometry Collection Dataflow node CreateGeometryCollectionFromSources is breaking Material Assignment. As the licensee has pointed out, this previously worked in 5.5. The most probably cause fo ...
The purpose was to create a Level Sequence Director inheritance class so that the same event could be reused in multiple sequencers. Attempting to quick-bind this base Level Sequence Director event ...
Crash is caused by incorrect cast to display ActorComponent in viewport (gizmo used to move it should not be present) ...