If a Blueprint is made from a custom Blueprintable StaticMeshComponent, and that Blueprint is added as a component to another Blueprint, an Ensure is triggered. No Ensure occurs if the custom nativ ...
When you have an actor with a Hierarchical Instanced Static Mesh component that has a Static Mesh set and is populated with at least 1 instance and then duplicate it or move it to another level, it ...
The particle module "Event Receiver Spawn" seems to ignore whether the emitter containing it changes from either disabled to enabled or vice a versa at run time. I also noticed that disabling the ...
Adding variables to a struct clears struct arrays used in blueprints. Regression (yes) issue (does not) occur in 4.12.5 ...
Set Members in Struct node doesn't work if the Struct is contained within an Array. ...
Using the Set Physical Material for Destructible does not work currently. In comparison with a static mesh physical material will change via key press during gameplay. ...
If a child actor component has a local offset from the parent, any of the child's variables that are set in the parent's construction script are not registered. Workaround: Setting child variables ...
Standalone window in editor will hit assert in a bit of time. Issue doesn't happen is playing standalone via Visual Studio. ...
If a TArray declared in a component class has the UPROPERTY specifier "Instanced", then attempts to edit an instance of the array in the editor viewport after adding the component to a blueprint doe ...
If the Use Localized Graph Editor Nodes and Pins option is disabled, compiling a blueprint will cause the pin names from any split struct pins to disappear. Regression?: Yes This occurs in 4.13.1 ( ...