The problem here isn't obvious: the native enum, EAnotherEnum, is missing the Flags flag for the UEnum. As a result, K2Node_GetEnumeratorNameAsString returns the max enum when it gets a combined fla ...
Various licensees are reporting data loss on load due to the change that was made for [Link Removed] in which we now defer Blueprint CDO construction on load until the finalization phase. This issu ...
The Export map will properly be updated but the creation of the import will fail with SourceIndex == INDEX_NONE From MarcA: I'm guessing the import source index is always none for native classe ...
When generating a Control Rig from a Skeletal Mesh that contains “skel” in its name—or uses it as a prefix (i.e. skel_test)—Unreal Engine crashes. The crash occurs both when using the native Creat ...
Re-importing a static mesh results in all currently applied sockets being removed from the static mesh in the Editor. Workaround: Setting the sockets up in the Native 3D editing software followin ...
Right now only native subobjects are displayed in the details panel with meta = (ShowInnerProperties) is set. Child Actor Components are an example of this, where if the child actor you have added h ...
When compiling on load in -game, a blueprint class that inherits from a native class that is marked within and the class that it is within is abstract, a crash will occur when FBlueprintCompilationM ...
There is an issue with PIE where sometimes TMap and TSet properties using TSoftObjectPtr or FSoftObjectPath values as keys don't work correctly. Items which are in the container aren't found despite ...
When using a No Primary Result Chooser that contains an FGameplayTag parameter, an Evaluate Chooser node using that chooser will cause a compilation error: LogBlueprint: Error: [AssetLog][PathToPro ...
If the mesh component is added in Blueprint (i.e. in the Blueprint editor and/or through Construction Script), then it's not possible to edit the collision response details for an instance of the co ...