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 ...
The behavior for resetting the default for customized struct properties is inconsistent and needs to be reviewed and fixed. Currently we see this behavior:In non-array properties, the header will be ...
Destructible Mesh component doesn't show in bp viewport until the bp is reopened User Description: Mesh dont appears in viewport after add DestructibleComponent and set "Destructible Mesh". After ...
The FKey structure represents a user action input such as a keyboard key, a mouse button/wheel, or a gesture in VR. For the keyboard, it can represent any pressable key, such as letters, numbers, sy ...
On file [Engine\Source\Runtime\AIModule\Private\EnvironmentQuery\EnvQueryManager.cpp:812], function UEnvQueryManager::CreateQueryInstance() uses StaticDuplicateObject() to create a new UEnvQuery* (d ...
Custom Time Dilation causes PhAT bodies to hover This is not only happening with vehicles like the original bug described. This is also happening with PhAT skeletal meshes that are moving. https:/ ...
Converting a C++ enum to a string should be a consistent result, however when running in the editor it returns the display-name value instead of the index value. This prevents C++ UENUMs from being ...
UBlueprint::IsDataValid() does not currently check component templates inherited from a parent Blueprint class asset's SimpleConstructionScript; only the current class hierarchy is considered. Given ...
Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...
Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...