On line 300 of PropertyStruct.cpp, there is the following if check:if ((Struct->StructFlags & STRUCT_SerializeFromMismatchedTag) && (Tag.Type != NAME_StructProperty || (Tag.StructName != Struct->Get ...
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 ...
This is a common crash on Mac that has been occurring since at least the 4.14 release. Based on the one user description this may be related to the creation of structs. Additional information is n ...
ShowOnlyInnerProperties doesn't work when the struct in question is either in an array or in an outer struct in an array. (There may be other broken cases as well.) Example: USTRUCT() struct Str ...
This is not a regression. Splitting a Structure input pin from within a Collapsed node results in duplicate inputs that over ride any data passed into the struct pin. ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 336 337 if (bHasRotationKeys) 338 { 339 TSharedRef<FStru ...
Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...
IntPoint struct is not exposed to blueprints ...
This is not a regression. Tested in //UE4/Release-4.27 CL 18319896 Creating a new C++ class derived from Instance Foliage Actor fails to compile. User reported this issue after they tried to includ ...
As part of [Link Removed], it was changed so soft actor references cannot be set in the editor for structure defaults. This is desired because the serialization behavior for defaults is complicated ...