If a variable of type UserDefinedStruct is created in a Blueprint and the project is closed before the Blueprint is compiled, upon reopening the project that variable will not be visible in the My B ...
The World Outliner will only show one Child Actor on a Blueprint that has multiple Child Actors in its Components tab. Note that all Child Actor Components added via the Construction Script will dis ...
For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...
Two event graphs with similar names will populate events to only one graph in the My Blueprint pane. This specifically occurs when the event graphs are named with and without spaces in the name, suc ...
GPU Particles will always have a lifetime of one second when using a collision module. This is a result of an issue with how off screen timing is handled. GPU particles that are off screen should on ...
Using Set World Origin Location will cause the player pawn to stutter. The faster the player is moving, the more prevalent the stuttering becomes. User Description: I have encountered a problem wh ...
Marking a function as BlueprintPure will result in a UHT build failure in Visual Studio if the function returns an ENetMode value. The ENetMode enum is not marked as a UENUM(), causing the build to ...
When the user name on Windows is set to cyrillic importing APEX cloth assets will fail. I'm not sure what other systems this may also affect, but adding a cloth apb asset to a skeletal mesh will cau ...
Syncing to source control will cause a crash if a texture is synced that is being referenced by an open material editor, even if the texture hasn't been modified. A quick solution may be to close th ...
An FBX with Multiple Meshes and only one unwrap per mesh (no 2nd UV channel) will import the first mesh in the file correctly but will produce invalid lightmass settings on each additional mesh impo ...