If a Blueprint asset contains a function call node for which the referenced function context is set to 'self', if the "Target" pin is connected to a type that equates to the owning Blueprint asset ( ...
If TMap's Key is a unique Struct, TMap's rehash will not run even if elements are added or changed in DetailPanel such as DataAsset. So TMaps's Find etc. will fail This issue is very similar to ...
We need to, at least, prevent this by clearing observers when running a new BT using a different blackboard. Must also think that this might affect licensees relying on the current behavior (might h ...
As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...
When the same AnimMonotage is played again while moving with MotionWarping & RootMotion, UAnimNotifyState_MotionWarping does not recognize it. From licensee: The issue was that in URootMotionMod ...
"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...
refer to attached video ...
in PIE, RerunConstructionScript() is executed and actor's CachedMaxDrawDistance is updated as expected. in packaged game, RerunConstructionScript() is not executed so, CullDistanceVolume is not u ...
When a widget's flow preference is set to RTL, we adjust the render transform so that the horizontal transform is mirrored (see SWidget::GetRenderTransformWithRespectToFlowDirection). We should do t ...
If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...