Reported from Prismatic: It appears that the Add Mapping Context function currently prioritizes low numbers over high numbers, which seems inconsistent with the function description and some parts ...
When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...
A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...
When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
When an array is used to declare actor components, the component elements that make up the array cannot be edited inside blueprints. ...
https://udn.unrealengine.com/questions/419239/uk2node-genericcreateobject-compile-issue.html ...
When an instanced static mesh component with a material using a PerInstanceCustomData node has its data floats pasted in, the editor crashes with an "Array index out of bounds" error. The licensee w ...
From a Draw Material Triangle you cannot use a Material calling vertex color and the provided Vertex Color Pins to yield color on the HUD drawn triangle. It will always appear White. [Image Remove ...
Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...