The code executes correctly at runtime, but the tooltip is incorrect. There is logic applied in CallFunctionHandler.cpp that handles the runtime execution, but that logic is missing the the tooltip. ...
Constructing instanced meshes with multiple collision components spams the output logs with error messages. ...
The SetConstraintBindingID of the ConstraintSection on the Sequencer is the BlueprintPure function. The licensee is trying to parent and child objects on the Sequencer using sequencer scripting, and ...
Suggested fix from licensee: After investigation, it seems that the filename is passed as a string instead of a FileReference in Script.cs:84. Fixing the issue seems to be as simple as changing th ...
When the user adds an actor to the scene that has text render components, the components do not show up when shown in a packaged game ...
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 ...