Deploying and launching a packaged project, using a Custom Launch Profile that is set to copy the project to a repository, fails due to a missing /. I do not see this issue when running a Quick Lau ...
If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...
When playing Standalone or as Listen Server, whenever a GameplayEffect with a duration is applied that fires gameplay cues, the server will locally execute OnActive twice on GameplayCueNotify_Actors ...
"When using a UMG ListView widget, there seems to be two ways to be notified of item selection changes. An event on ListView which fires when the selection state of any item changes, and an event on ...
Sub-components with the same name are not displayed on the correct parents in the Blueprints editor. Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...
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 ...
After creating a custom struct in C++ and adding a variable of that struct type to a Blueprint, hot reloading a code change that involves altering a function that takes the struct as a parameter res ...
In general, UPROPERTY(VisibleAnywhere) makes a property ineditable. But, if the type of a property is FMovieSceneObjectBindingID, VIsibleAnyhere no longer prohibits it from editing. [Image Removed] ...
When an undone operation is done for a UObject property that has a UEdGraph*, the modified UEdGraph nodes are lost. This UObject needs to be created/spawned in an Editor Environment by another Obje ...
Plugging an Add node which adds a constant value into a Nanite Pass switch node results in derivative ops to be detected where there should be none (which show up as red in the No Derivative Ops deb ...