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 ...
Creating a blueprint class, and then creating a few children of that class ( in this case, 4) does not display them as available options when setting the default value of a variable of that blueprin ...
A user reported an issue where, if a BlueprintCallable function's parameters are edited, a blueprint using a BlueprintCallable function will give warnings instead of an error for a problem after the ...
When using the DisplayName specifier in a UFUNCTION that has a return (anything other than void), the DisplayName does not apply to the function's name in the My Blueprints panel after being overrid ...
Enabling the 'Deprecated' option in a blueprint's Class Settings causes all existing instances of it to be deleting upon loading any levels that contain the blueprint. Found in 4.13.1. Reproduced i ...