This is due to the [Link Removed] encoded UFunction object name passing through UHT into the boilerplate code (*.gen.cpp) that gets generated from the nativized Blueprint's C++ header file. The iss ...
After creating a few different Blueprints in the editor and adding a breakpoint to a Function, a crash ensues when using Step In to debug the Blueprint. ...
Packaging an Android DLC currently fails with an error message that states that plugin DLC1.0 could not be found. It was reported that this was possible in 4.17, but the repro for this does not see ...
When an actor contains a nested component (components declared inside another component class), the hierarchy for the actor blueprint does not match the hierarchy of a placed instance of the actor ...
Collisions only transform properly on the Y axis when set at an angle. Scaling on the X & Z axis causes the collision to not cover initially set areas on the parent object. As stated by the licensee ...
Materials on deleted children are applied to the camera when inside of an actor blueprint. This issue does not appear to be a regression. Versions Tested: Issue occurs in all versions Tested 4.16.3 ...
UActorComponent::RegisterComponentWithWorld() does not have a check for bAutoRegister near the end of the function, where it registers the component's children if it was created by the Construction ...
Engine Scalability Settings for Foliage Quality are not applied to foliage meshes automatically. Found in 4.17.2 CL 3658906, 4.18.1 CL 3754814, and 4.19 Main ...
When reverting the change of overriding a function from a blueprint's parent, the editor will crash if that blueprint has a child of its own. Regression?: No This also occurred in 4.16 ...
Hot reloading a change that affects a class that contains a TArray UProperty will wipe all of the array elements of any Blueprint subclasses of that class. Regression?: Yes This does not occur in 4 ...