Note: The same crash will occur if the nativization mode is set to "Inclusive" in the Project settings and if the ChildActor BP class is a data-only Blueprint (i.e. has no script or member variables ...
There is an issue that occurs where changing the scalability settings via the game script during play saves the values for the editor, but when the game is played a second time, the settings visuall ...
UDN ask to control mesh materials in python script. The API is public but not expose. I suggest to add functionalities to the editor scripting utilities plugin for both static and skeletal meshes. ...
There is a risk of actor components registering with the wrong world when reconstructed from UWorldPartition::ApplyRuntimeCellsTransformerStack. The repro case is arguably a bad usage, but it was th ...
The following errors occur when the user quits a Launch On session from the editor:LogPlayLevel: QAGame: [2017.06.20-16.26.03:085][292]LogScriptCore: Error: Script Msg: A null object was passed as a ...
Debug information from blueprint visual loggers (log text, loglocation, logboxshape) do not print to either the message log or output log. This can be problematic as the visual debugger specifically ...
The Box Extent property does not seem to be updating when changed on an instance of an actor in the level. The size of the box will change, but when the value is printed, it is still printing the in ...
ensureAsRuntimeWarning occurs when the user use Snapshot Pose with a skeletal mesh component that doesn't have a skeletal mesh assigned to it:LogScript: Error: E:\Release\Engine\Source\Runtime\Engin ...
When inside an array is used a UStruct with a FGameplayTagQuery var that has the EditCondition meta that is evaluating inside the struct. When a new element is added to the array in the editor, if a ...
I guess that when the default value of the pipeline is None, the editor will silently pick the skeleton that is in the same folder of where you are importing. If the UI is active you can then force ...