Because of the way blueprints are implemented, the "Blueprint Class" asset actually points to the editor-only UBlueprint object. Because of this, all blueprint classes will show up as options for ge ...
[Link Removed] JH 2023-04-28 01:12:36 UTC Editing any object's float/double property via an Editor details panel will be truncated if it has more than 6 decimals of precision. (e.g. if I type in 0.12 ...
Strong object reference properties of an 'EditInline'-decorated UCLASS type embedded within a native C++ struct definition can be instanced at edit time by the user as part of a variable's default v ...
Runtime-generated components stored in ObjectPtr with VisibleAnywhere are displayed in the details panel, but not for arrays. Applying the following workaround, components can be visible even in ar ...
This is a trending crash coming out of the 4.18 release. User DescriptionsI tried to call an Event Dispatcher (which is assigned in the Level Blueprint) in the Construction Script of the Blueprint ...
When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
When using ComplexCollisionMesh of StaticMesh asset, at the time of hit, the physical material refers to the material of the drawing mesh side using the material index of the collision mesh side. T ...
Did not occur when building the 3rd Person Code template from Windows to XCode 9. Also did not occur when building StrategyGame from Windows to XCode 8. This hasn't yet been tested natively on a Ma ...
The User has provided an extensive log of their code base setup, and the process leading up to when the Assert occurs. "Our game mode & player state FSM are setup in a data driven manor using UDa ...
This is a trending Mac crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred. Callstack from LogLogMetal: Display: Loaded a text ...