Using the EditAnywhere specifier for a UPROPERTY results in some options not being visible in the editor that are visible when using VisibleAnywhere. ...
After creating a blueprint with a box trigger and a cube component, attempting to use an AttachTo (Box) node and then attaching the cube to the In Parent socket compiles without issue. However, if y ...
When you have a child blueprint that contains a component that is parented to an inherited component, changing a value on that inherited component in the original parent blueprint and then compiling ...
Error message in log is:CompilerResultsLog:Error: Error MyBTTask_RunBehavior.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplay ...
Summary A licensee recently integrated the Oceanology 5 plugin from the marketplace and it triggered a crash on macOS/Metal.Platform The licensee is running macOS Bit Sur 11.5.2 on an AMD Radeon Pro ...
Description: In Unreal Engine 5.4, when recording camera movements using the Take Recorder with the "Record Sources Into Sub Sequences" option turned off, significant viewport freezing and performan ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
When a hot reload occurs in the editor, if the component of a placed actor is selected then focus will switch from the component to the actor's root. This can be confusing when the root is a code c ...
Blueprints copied or moved to another level do not retain variable references to other Actors that are also copied or moved. Reproduced in 4.7.5 binary and Main (//depot/UE4/Promotable-CL-2507843) ...
**UPDATE** When the actor is pulled from content browser to scene, a "ghost" object is created even if the actor is still being "held". Dragging the actor back and forth into the editor viewport wi ...