If a user declares a UFunction with the exec specifier, the UHT will add a call to that function so that it can be used as a console command in the editor. This becomes an issue when the declaration ...
When you create a project in version 4.8.3, and update it to either 4.10 or Main, there seem to be issues loading the Engine Content Tutorials for FeaturePacks, InstallingiTunesTutorial, and Setting ...
After creating a blueprint with a box trigger and a cube component, attempting to use an AttachTo (Box) node and then attaching the cube to the In Parent socket compiles without issue. However, if y ...
If the Open Level node is called on a persistent level Whttp://crashreporter/Crashes/Show/1838504 then the editor will freeze is the call is made through code or crash if done through blueprints. C ...
When you have a child blueprint that contains a component that is parented to an inherited component, changing a value on that inherited component in the original parent blueprint and then compiling ...
Error message in log is:CompilerResultsLog:Error: Error MyBTTask_RunBehavior.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplay ...
If I set a certain default value for a struct within another struct, it is reset to "None" and the value is not accepted. Below are detailed steps to reproduce as well as a minimal project. Source: ...
The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...
Enabling Collision on a Spline Mesh component with a Static Mesh assigned causes an assertion to fail while executing in a package. This does NOT occur if you play in editor. Repro Rate: 4/4 Teste ...
(Enduring Games) Included Insights trace to show the memory spike in LLM followed by some pretty large time cost frames in the timeline. (Link to insights trace in comments section) ...