Attempting to spawn a copy of an actor that has components that were added to an instance of that actor in the level causes a crash. Spawning the actor without adding additional components to the in ...
If an AnimNode connected with Enum and AnimBP is nativized, the package will occur crash. Following settings is solve this issue. [BlueprintNativizationSettings] +ExcludedBlueprintTypes=/Script/En ...
When using the drag and drop function in UMG on an image with an alpha map the background will show up as black instead of translucent. ...
Since multiple dict tags can be in a plist, not just the top level, need to be able to specify to only insert once. Adding an optional once="true" attribute to these commands in UPL will allow this ...
If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...
State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing at the moment you enter/leave the state. ...
Performing a Hot Reload after changing some properties in a custom Static Mesh Component code class from public to private appears to reset the static mesh set for any Pawn Blueprints that use that ...
Linked animation graph doesn't trigger anim notifications on dedicated server. There is no expected message in log: LogBlueprintUserMessages: [HitReact_AnimBP_C_0] Client 0: HitNotify IsServer: tru ...
Set Members in Struct node doesn't work if the Struct is contained within an Array. ...
Selecting an Actor with a Camera and a C++ inherited Blueprint Component that has sub-components,then compiling the BP component leads to a crash. Upon Debugging the Crash Call Stack: FindViewComp ...