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 ...
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 ...
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 ...
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 ...