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 ...
Currently value propagation is handled at the property node level (c.f., PropagateContainerPropertyChange), and is unavailable to any other editor code / scripting (whether in Python or BP or C++). ...
The editor crashes changing from mesh paint mode to another mode if the user has changed the material of an "Add Static Mesh Component" or "Add Spline Mesh Component" in a BP and compiled while in m ...
External reference error when trying to save Level Sequence Actor after a change has been made. The error given is "Can't save ../../../.././../Users/YourUserName/Documents/Unreal Projects/YourProje ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
Material Mask Opacity is not working in PIE, but works as expected in Standalone. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 4862710, and 4.23 CL# 4898645 ...