When following the documentation on setting up automation tests, the sample provided for "Simple Tests" does not successfully compile. One of two compiles errors is given based on the TFlag used A ...
When an array is used to declare actor components, the component elements that make up the array cannot be edited inside blueprints. ...
The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...
Associated UDN [Link Removed] We've been having some issues with the replication of attributes. Namely we have an OnRep_ function for an attribute that receives FGameplayAttributeData& OldValue a ...
When a mesh is declared in a custom component class and that component is added to an actor class, compiling a blueprint based on the actor class will cause the mesh set in the component to vanish i ...
Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...
If a UPaperSpriteComponent is declared in a Scene Component class and the Scene Component is added as a component to a Pawn class, creating a blueprint of the Pawn and setting the Paper Sprite caus ...
When you create a latent function in C++ with the FLatentActionInfo first it will incorrectly set up the linkage for the latent info such that it gets linked to the incoming execution pin of the fun ...
APlayerController::ClientStartOnlineSession() checks PlayerState at the start of a game after loading a level. Due to time needed to load in, client player state may may return NULL ...
If a static mesh component is added to a scene component class and the scene component is added to an actor - the static mesh that is assigned in the blueprint will not show up in the blueprint edit ...