When a native actor 'AMyActorClass' creates AttributeSets as a default subobject via CreateDefaultSubobject, duplicating an actor blueprint based on AMyActorClass will result in a blueprint with an ...
This is a regression tested in //UE4/Release-4.27 cl18319896 Child collision component reports its' Parent during On Hit events instead of itself. ...
When playing in Standalone with multiple characters there's the the chance that one of the player states does not get set and remains null. This is not a 100% repro case. Multiple tests may be req ...
If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...
Context The property 'DefaultStartingData' in AbilitySystemComponent can be configured from blueprint to spawn default attribute sets. This happens OnRegister. For runtime spawned actors like pawns ...
When adding a Breakpoint within the "Blueprint Class Actor" editor using "Event Tick," the mouse cursor becomes constrained within the editor window box immediately after pressing Play. The mouse cu ...
UGameplayStatics::SpawnEmitterAttached will keep relative position when using SnapToTarget. ...
When adding a use created widget to another widget the size does not always calculate correctly and this can lead to unexpected clipping. ...
Widget components set to "draw at desired size" won't draw any smaller than 100x100. This looks to be related to the hard-coded desired size of the SPopupLayer (callstack attached). This problem did ...
After compiling the Animation Blueprint (ABP) during Play In Editor (PIE), the callback registered with UAnimInstance::AddNativeStateEntryBinding() in NativeInitializeAnimation() stops functioning a ...