If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...
The following Niagara usage pattern results in either a crash or in incorrect data being read from a Particle Attribute Reader: Emitter Spawn Stage – A module has an Attribute Reader input specifie ...
Linked animation graph doesn't trigger anim notifications on dedicated server. There is no expected message in log: LogBlueprintUserMessages: [HitReact_AnimBP_C_0] Client 0: HitNotify IsServer: tru ...
When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...
Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...
Scaled Geometry Collections (GC) result in a potential memory leak in Physics. Tracing the memory allocation of a single run of the Editor and multiple Play-In-Editor sessions of a scene that contai ...
Adding a dynamic binding and preforming a hot reload sometimes causes the binding to not be registered by class/blueprint instances that already exist in the world. Instances need to be replaced fr ...
Crumbling Geometry collection do not render for one frame when child clusters crumble. In the repro project a 4 particle GC is told to crumble. The single GeometryCollectionActor is then split into ...
FPropertyBase constructor does not handle a TMap/TSet property. Following workaround can avoid this error. explicit FPropertyBase(FProperty* Property) : PropertyExportFlags(PROPEXPORT_Public) ...
When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...