Set mouse position node does not appear to work the first time it is called in stand alone. The node has to be called twice before the correct position is set for the mouse ...
When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...
When editing a Static function from a Blueprint Function Library, any blueprints that have already had it added are unable to be saved. This can be worked around by removing the node and adding it a ...
If a UPaperSpriteComponent is declared in a Scene Component class and the Scene Component is added as a component to a Pawn class, creating a blueprint of the Pawn and setting the Paper Sprite caus ...
When launching to iphone7+ the incorrect device profile will be used for device profile settings. ...
PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...
A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...
Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...
If a static mesh component is added to a scene component class and the scene component is added to an actor - the static mesh that is assigned in the blueprint will not show up in the blueprint edit ...
Changing the default Child Actor Class for a ChildActorComponent in a Blueprint after an instance of that Blueprint has been added to a level results in the instance in the level gaining an extra Ch ...