Using more than a single break struct node in sequence (despite no break nodes performing calculations) disables fast path. Splitting structs instead does not cause this issue. ...
Filmback settings don't have their default values recorded from the source actor in Take Recorder when recording to spawnables. ...
In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...
This is the copy buffer (it contains multiline strings): ((SectionName_10_AD815C6B40E1AA91C8FB72B006CB648A="TeamScreen_Overview",TipHeader_8_0A891281438C7AD03199038A729ACC18="Heroes",TipBody_9_C20B ...
FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FR ...
Many useful blueprint utility nodes are buried in the Utility category and are not very discoverable by users. This leads to them choosing other nodes that are much less convenient and efficient. Th ...
EditInlineNew objects added to Instanced array stored in a struct are seemingly ignored and the object is instead parented to the CDO of the owner. The owner must be the BP child of a parent BP tha ...
This is a Regression. Tested in: //UE5/Release-5.0 CL 18747223 GitHub //UE4/Release-4.27 CL 18319896 Binary The example can't be completed in UE5 as expected presumably because of a change within ...
Crash when saving a Data Table that is referencing itself in a Data Table Row Handle. Reopening the project also causes a crash. *Regression: Yes This was fixed and working in 4.13-3037605 This i ...