If you use both Category hierarchy and CallInEditor in UFUNCTION, it will result in an unintended sequence as shown below. [Image Removed] And, the following code can solve this issue void FDetai ...
When using a Transformation Widget in a Blueprint, the size of the widget seems to be some kind of product of size in screen space, object scale, and the transform widget scale that makes it much to ...
User reported an issue of a mesh not being visible when a project has multi-level blueprint inheritance. After reproing, I believe the root cause is DefaultSceneRoot of the grandchild BP class not c ...
The source of the error appears to be a stray DefaultValue="None" that's contained within the inner "Test_Nested_TestContainer" split pin (copy/paste the node to notepad to see this). If you refresh ...
When duplicating a collapsed blueprint graph which has a node with a custom Exec pin, this results in blueprint compilation error that a duplicate named pin is found. Duplicated exec pins aren't ass ...
When the trigger is duplicated, the contents of its OnActorBeginOverlap MC delegate are copied, which contains a reference to the BP actor that added the binding to the original trigger. Marking th ...
Physical material masks are not working as expected in cooked builds. Licensee reports that the mask data is empty at runtime. ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
Licensee reporting material slots being incorrectly assigned when loading an asset created in UE4 into UE5 via an upgraded project. ...
If multiplying a mesh with ComplexCollision by inverse scale, the geometry may not be created on the mesh. This may depend on the assets of the mesh. In the sample example, the navmesh is not create ...