Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
We have written a plugin for UE4 that allows Unreal users to import and set up Megascans assets into Unreal Engine. Recently we added Alembic files to our assets and also updated all our plugins to ...
Originally reported here: https://udn.unrealengine.com/questions/562047/linked-layer-animation-blueprint-proxy-missing-ske.html When linking an anim layer during update, we get either an ensure or ...
It seems like the BuildPlugin command is not copying all the dependencies in the HostProject. Here are the errors reported by a customer: DynamicCompilation.RequiresCompilation: Compiling D:\Per ...
While trying to create a C++ actor to test if it can be created with a custom Copyright notice specified in Project Settings, the Live Coding window returns a "Build failed" and error of: "ERROR: U ...
The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
If two custom classes are created in C++ (Class A & B) and a reference to Class A is created as a member of Class B and initialized in Class B's constructor, the editor will crash once a blueprint o ...
Split Pins on a referenced Macro Library will crash the editor on restart 2 callstacks include, one for 4.10.4 and one for 4.11 Preview 6 User Description: I got some macros in my Object Macro Li ...
Version 4.21:The script result in popping the Alembic Import windows instead of a silent importThe provided options are ignored by the importer. Version 4.22: Results in the provided callstack wi ...
User reported encountering a deadlock between GameThread and AsyncLoadingThread and provided two callstacks.User quote I've been running into a deadlock intermittently with a custom blueprint conso ...