When using AddChildActorComponent in the construction script of an actor and attempting to get a reference to the child actor that is stored in a variable on Event Begin Play, the editor throws erro ...
Changing the name of an Actor Component code class in a project results in any existing Blueprints that derive from code classes that use that Actor Component to not display the Actor Component's pr ...
Geometry Scripting plugin isn't available for 4.27.2, and the behavior is the same 5.0.1. Crash while using Geometry Scripting to add an Array of Vector 2D data to 'Append Buffers to Mesh' node UV0 ...
Adding an Actor Component that contains a TMap property to a Blueprint results in unexpected behavior when default elements of the TMap are modified in an instance of the Blueprint in the level:Addi ...
It appears that FSlateApplication::OnControllerAnalog triggers a left mouse click to occur on mobile platforms. If developers haven't properly avoided hooking up delegates to the InputComponent for ...
When a user tries to add a skeletal mesh component to a blueprint with a niagara system to use the skeletal mesh with that niagara system, the niagara system will stop rendering because it does not ...
When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...
It appears that the Vertex Normals from Ribbon Particles are opposite of what is expected via the Default Particle System given both systems share the same alignment (Facing Camera) [Image Removed] ...
UObjectProperty properties within a UActorComponent class aren't exposed for editing in the Details panel when choosing to edit native component defaults in the BP editor. ...
When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...