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 ...
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 ...
This also brings up a good point about how `FName::NameToDisplayString` works. Currently it will only remove a 'b' character if a boolean is given, which leads to inconsistent results throughout the ...
FPropertyEditorInlineClassFilter IsUnloadedClassAllowed and IsClassAllowed use the confusing IsA semantics. In the IsUnloadedClassAllowed, the usage seems wrong completely. It seems like the real i ...
From a delegate there is no easy way to access the action that triggered the delegate. Whilst this is mostly inherent (an OnJumped handler implies the Jump action) it would be better to provide dire ...
Context Find-in-Blueprints can be used to search the current, or all, blueprints. If you enter a simple string, it would return nodes, pins, pin default values and default values for BP Variables ( ...
When the order of construction is backwards it makes it impossible to have native objects set up components in OnConstruction, that a child BP Construction Script then has access to. Sometimes the C ...
The engine is unable to Level that has a Blueprint actor with a child actor component that has a particle system component. The follow message pops up: World /Game/LevelName.LevelName is in use. — ...