https://udn.unrealengine.com/questions/236428/bug-blueprints-executing-zombie-code.html Blueprint MyCharacter is based on native class CodeFirstPersonCharacter. CodeFirstPersonCharacter has compone ...
Edit: Please investigate for not only root component changes, but native component hierarchy changes in general and whether those hierarchy changes apply to actor instances saved as part of maps. O ...
Executing the r.SetRes _x_f command fails to set fullscreen mode when executed through blueprint node. The issue occurs when executing the command through level blueprint and an actor blueprint plac ...
Blueprint CDO contains removed component from parent class. From the AnswerHub post: "It appears that if a component is removed from the C++ class, the CDOs for all of the blueprints remain unchang ...
This seems to be caused by the following:The struct, which has an actor reference property as well as some other properties, implements its own NetSerialize function.When the actor reference propert ...
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 ...
There's an issue when assigning a bitfield bool to a native bool in Blueprints. Currently, the engine erroneously treats the memory for a local bool as a uint8 bitfield, which is undefined behavior. ...
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 ...