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 ...
When using the Spawn Emitter at Location node in BP the emitter will not spawn while simulating in BP. Other Spawn at location nodes behave the same way. The Cube actor was included as a test to eli ...