Any comment over the allowed number of letters in a line cannot be seen therefore, cannot be edited. ...
If a function in a custom code Blueprint Function Library class contains meta = (WorldContext = "WorldContextObject") as a specifier, that function does not appear in context searches in a UObject B ...
Simulating your level and then attempting to use the Keep Simulation Changes option on an actor that has simulated physics gives the No Properties Copied error. Occurs in 4.9.2 binary and Main CL ...
A Function input's type is set as Wildcard by default if a Macro with a Wildcard input is created before the Function. Compiling will fail with an error. Reproduced in 4.8.3 binary, 4.9.0 binary, a ...
If a code function is written with a delay that doesn't take any arguments, calling the function from blueprints causes the blueprint to get stuck in a loop and not continue to the next BP node. ...
If you begin a variable name with a space, attempting to copy any instances of that blueprint will prompt an error warning: "Unknown property in <BlueprintName>: <VarName> = <Value>. Found in 4.9.2 ...
After creating a component blueprint (tested with SceneComponent / ActorComponent) the blueprint cannot be reparented to a custom classed inherited from ActorComponent. This seems inconsistent sinc ...
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 ...