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 ...
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 ...
When creating and declaring a Spline Component in code, placing an instance of a blueprint derived from that class in the level causes a failed import message to appear upon restarting the level. ...
If you manually type in the value for Capsule Half Height, it will sometimes revert back to it's previous value upon hitting Enter. The CapsuleComponent's shape in the Blueprint's Viewport adjust to ...
Calling UHierarchicalInstancedStaticMeshComponent::AddInstance multiple times causes multiple BuildTrees to be created and run asynchronously at the same time. Tested in 4.21(CL - 4613538) How t ...
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 ...
After opening the GPU Visualizer window, pressing the "X" to close the window causes the editor to crash. ...
Compile failure packaging for iOSUATHelper: Packaging (iOS): UnrealBuildTool: D:\Build\joseph.wysosky_QuickSwitch\Engine\Plugins\Online\IOS\OnlineSubsystemIOS\Source\Private\OnlineStoreIOS.cpp(123 ...
Ensure occurs when trying to submit to source control after enabling a plugin in the editor. I wasn't able to reproduce this if the uproject wasn't checked out. ...