Sharing transition rule it will be Dirty when AnimBP opens. When AnimBP is open, "if(BoundGraph->GetOuter () != Node)" is true in FBlueprintEditorUtils::UpdateOutOfDateCompositeWithOuter, BoundGrap ...
Comment from user:Moving EQS Testing pawn with live update ...
In this situation, a FRuntimeFloatCurve UPROPERTY is stored in an Actor Component called CurveComponent. A Blueprint of MyActor (A subclass of AActor) is created and the CurveComponent is added to t ...
There is an issue where Expandable Area does not respect scrollbox boundaries unless set to fill. This occurs when the scrollbox is a child of another component. This issue does not appear to be a r ...
The code in UWorld::RemoveFromWorld that removes Pawns that are about to be streamed out does not check to see if the pointer that it sets is null prior to using it. In cases where Pawns are rapidly ...
The Set relative location in construction script does not work when the value is [0, 0, 0] when used it does not set the location back when the specified component is moved, it does work for any val ...
Alternatively use BP_ParentClassIsMissingType in QAGame ...
Attempting to use CoreRedirects to rename a BlueprintImplementableEvent that has a return value results in the function not being renamed in the Blueprint subclasses and its Return Value nodes causi ...
There is an issue with Maps of Wildcard type that do not propagate values correctly when inside of macro. When using these in a blueprint there are errors and the blueprint cannot compile. This issu ...
A licensee has reported a problem where FVisualStudioSourceCodeAccessor.AddSourceFiles is unable to handle two files being added at the same time. In this case, a .cpp and .h are added at the same t ...