Currently value propagation is handled at the property node level (c.f., PropagateContainerPropertyChange), and is unavailable to any other editor code / scripting (whether in Python or BP or C++). ...
The editor crashes changing from mesh paint mode to another mode if the user has changed the material of an "Add Static Mesh Component" or "Add Spline Mesh Component" in a BP and compiled while in m ...
External reference error when trying to save Level Sequence Actor after a change has been made. The error given is "Can't save ../../../.././../Users/YourUserName/Documents/Unreal Projects/YourProje ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
Material Mask Opacity is not working in PIE, but works as expected in Standalone. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 4862710, and 4.23 CL# 4898645 ...
In Unreal Engine 5.6 and Main, a glitch occurs when switching between LODs in a character setup that uses a Control Rig to dynamically load the skeleton hierarchy through the Import Skeleton node in ...
FWebBrowserWindow::UnbindUObject on iOS is not implemented yet. IOSPlatformWebBrowser void FWebBrowserWindow::BindUObject(const FString& Name, UObject* Object, bool bIsPermanent /*= true*/) { } ...
You can no longer set the StateTree asset to use in a Mass Entity Config data asset. The list shows as empty even when making a new StateTree specifically using Mass Behavior schema. Attempts to add ...
When you have a custom float channel and run the above, It works great if it's a regular 'MovieScene3DTransformSection' : LogPython: [ {channel_name: "Location.Y", section: "/Script/MovieSceneTrack ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...