Unable to import new fonts into project ...
Editing the Child Actor Class of a Child Actor Component owned by a Parent BP can corrupt the Child BP's state. This seems related to known serialization issues, where changing a Parent's Property ...
If using a UHierarchicalInstancedStaticMeshComponent in a C++ class and adding instances via the OnConstruction( ) function, editor can crash. ...
Ensure hit when adding a Blueprinted scene component that derives from a native component that has its own subcomponent. This does not occur when adding the native component, only when adding the bl ...
Unable to add API specifier to FMovieSceneTrackEditor, results in compile errors (pasted in the callstack field) ...
From licensee: Hello! Our level streaming setup enables the bUseActorFolders on our levels. When moving the Actor into another folder via the Outline, the editor will crash on the next load Assert ...
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 ...
Creating a local variable inside a Blueprint Function with the same name as a replicated property of AActor (for example, “Role” or “RemoteRole”) and then using a connected Set Variable node for it ...
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 ...