When there is in error in a Blueprint that causes the blueprint to fail, in the Compiler Results tab, the link to the node with the error will navigate to the main editor window instead of directing ...
When you add a Destructible Mesh to a Destructible Mesh Component inside of a blueprint, the viewport is not updated with the new mesh. If you add the blueprint to the level and then open the bluepr ...
When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...
When attempting to bind an event in a child blueprint using a variable from the parent blueprint, the target of the assign node is automatically set to self instead of the target variable that you d ...
Custom Events with Default parameter names causes an internal compile error User Description: I'm not sure if it's a bug,but I post it in bug reports in case it is.Here is the problem: create a c ...
Variables named PlayerCamera are being automatically replaced with references to PlayerCameraManager in Player Controller Blueprints. Occurs when you copy+paste a reference (both get and set) to Pl ...
Given specific naming of a ChildActor Component and if the ChildActor class is replicated, client(s) can be immediately get kicked from a networked game. ...
When a rotation pin with set values is split into three float pins, the values set for (X,Y,Z) rearrange themselves in the new float pins as (Y,Z,X). ...
When the Category specifier of a UPROPERTY has more than one word, using the UCLASS specifier HideCategories requires the category name to be written all as one word even if the UPROPERTY is separat ...
Dynamic light settings in Persona viewport cause edges to appear hardened. See attached image, but also images in the Answerhub post. ...