Deleting all jobs after rendering queue with executor causes an assertion to fail. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 by utilizing a For Each Loop and Delete Job node ...
Strong object reference properties of an 'EditInline'-decorated UCLASS type embedded within a native C++ struct definition can be instanced at edit time by the user as part of a variable's default v ...
New elements are not being initialized properly when setting up the default value for arrays of user-defined structures in nativized Blueprint C++ constructor code. ...
When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...
Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
The TextExportTransient can be specified as a property flag and object flag. Behavior is inconsistent: there are many ways in which an object marked TextExportTransient can still be part of the text ...
Swapping the C++ Root Component from a Child BP class, pressing Save, Compile, but not Saving afterwards, will leave the Root Component in a locked state, meaning the it cannot be viewed or edited i ...
An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
You can right click a level asset in the editor's Content Browser and do the action Source Control > Diff against Depot. However, this does not provide a useful diff window. It currently opens the d ...
When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...