It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...
Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...
IO cost of directory scans is one of the costs present in the AssetRegistry when a large map is resaved. Maps can have external actors which all have to be rescanned and reported to the map for incl ...
If a ForEachLoop node is used to cycle through an Array of Structures, using the Array Element output of the Loop node to set the members of the structure does not save the changed values. Workarou ...
Editing property with InlineEditConditionToggle meta specifier causes the editor to crash. Workaround: Calling Super::PostEditChangeProperty after property changing code prevents crash from occurri ...
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 ...
When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...
On first launch of an AR app with Android the camera passthrough will render black. This also happens if an app is minimized and re-opened. This will not repro if there is no candidate image assign ...
In editor, WorldDataLayers acceleration table used to map DL Names to DL instances is not created. The main reason was to avoid to handle all the case where it would need to be updated. When UDataL ...