Looks like maybe we aren't replacing the source delegate function (SignatureFunction) reference on the UDelegateProperty after recompiling the class - the function's owner name has the TRASHCLASS pr ...
Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...
When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...
The FKey structure represents a user action input such as a keyboard key, a mouse button/wheel, or a gesture in VR. For the keyboard, it can represent any pressable key, such as letters, numbers, sy ...
On file [Engine\Source\Runtime\AIModule\Private\EnvironmentQuery\EnvQueryManager.cpp:812], function UEnvQueryManager::CreateQueryInstance() uses StaticDuplicateObject() to create a new UEnvQuery* (d ...
Custom Time Dilation causes PhAT bodies to hover This is not only happening with vehicles like the original bug described. This is also happening with PhAT skeletal meshes that are moving. https:/ ...
Converting a C++ enum to a string should be a consistent result, however when running in the editor it returns the display-name value instead of the index value. This prevents C++ UENUMs from being ...
Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...
Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...
When an Actor's CustomTimeDilation is 0.0, functions FActorTickFunction::ExecuteTick() and FActorComponentTickFunction::ExecuteTickHelper() will call AActor::TickActor() and UActorComponent::TickCom ...