Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore ...
Custom Events with duplicate input names will not compile. This does not occur immediately: creating two Custom Events with two identically named inputs will not cause a compile error, but if you re ...
"This ensure is intended to catch regressions where rendering programmers add a loose parameter to LocalVertexFactory, breaking dynamic instancing on regular static meshes. InstancedStaticMeshes c ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...
When using a delegate variable as a function parameter, dragging off of the delegate pin of an associated function BP node to create a custom event will create a default custom event without the inp ...
Static light contained in a blueprint will need lighting rebuilt each time the project is reopened. This only seems to occur for a static light that is parented to a static mesh and then that static ...
Renaming a variable in a parent blueprint will reset the value of that variable for any child blueprint based on the parent within the level viewport. ...
A crash occurs when reimporting a SpeedTree asset after clearing the material billboard element and setting it to the default world grid material. The licensee reporting the issue mentions to worka ...
If a code defined function that takes in a parameter is called from blueprints, the BP node will show the input pin for the parameter. If the parameter list is changed after the node is created and ...
If a parent blueprint is compiled and then play in editor is utilized. The child blueprint will lose categories in it's my detail's pane until recompiled. Note: Licensee reports that variables res ...