If two strings or names are compared in blueprint using the Equals (==) node, it is not case sensitive in English. It is case sensitive in Cyrillic however, even though it should be the same functio ...
If a class has an FText variable defined in code when a blueprint based on the class is placed in the level it does not update the BP variable if it is changed/ compiled. ...
Changing class code causes class instance placed in the viewport to produce the warning message shown below upon hot reload. Also reported that callstack occurs but does not crash the editor. The ...
If the UPROPERTY() specifier "VisibleDefaultsOnly" or "EditDefaultsOnly" is used on a component reference that is attached to the root component selecting the actor with this component in the world ...
When editing a Static function from a Blueprint Function Library, any blueprints that have already had it added are unable to be saved. This can be worked around by removing the node and adding it a ...
When a component written in code has it's category setting changed in blueprint the rest of the details for that component will not be editable once the component is deselected and reselected. ...
When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...
When a particle system component is created in code, the particle system component will appear at world origin rather than parent actor origin if AttachToComponent / SetupAttachment / etc. is not ex ...
After a change to how StateTree handles Sub-trees returning succeeded, StateTree can now get caught in a loop when trying to transition out of the StateTree. Sub-tree completion and status should tr ...
Link that the user included with their Answer Hub ticket: https://answers.unrealengine.com/questions/713209/levels-uneditable-editor-stuck-with-updating-asset.html The file size is not maintaining ...