If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
When DistasterRecoveryClient (in editor called RecoveryHub) plugin is added to the project and the user creates a Landscape, a crash occurs. ...
StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...
When SMyBlueprint::OnMoveToParent() gets called the callsites of the function are never updated in dependent blueprints. This results in any UK2Node_CallFunction's not having their `FunctionReferen ...
This is a bug that can make it confusing for users (and internal devs) to make custom nodes related to enums. This is occuring because the PC_Enum type was added after the original PC_Byte but ...
We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison. We could also exclude any func ...
Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...
This needs to be debugged to see where the data discrepancy comes from. ...
I believe this is happening because when you change your logged in user, the Slate Application will automatically create a new second slate user with an ID of 2. This is bad because the Slate App is ...