Replicated properties defined in an actor component blueprint are not being replicated because UActorComponent::GetLifetimeReplicatedProps isn't adding the blueprint properties to the OutLifetimePro ...
Controller 2 is not getting routed to the scene viewport unless the viewport has been clicked. ...
When copy/pasting a state network, if any transition has Custom Blend Logic, the Custom Blend Graph becomes read only in the pasted version. ...
When using a Spot/Point Light with Distance Fields enabled and a mesh that is scaled to 0 on the XYZ will result in artifacts. ...
When checking the "Pause on Impact" check box within the details panel for the InterpToMovement component, the editor crashes ...
'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...
This is in general not encouraged, but should not crash. The reason it's crashing is that in UBehaviorTreeComponent::Tick we process node ticks first and then try to access InstanceStack[ActiveInst ...
If a user manually created a UBehaviorTreeComponent for his custom AI controller, but forgets to set AIController.BrainComponent to point at that BT component then a fair amount of assumptions break ...
Attempting to create a class with the parent set to Trigger Base, Trigger Box, Trigger Capsule, or Trigger Sphere will fail to create the class ...
When an Arrow Component is added to a blueprint and made visible in Game, a GPU Particles collision will fail until the arrow component is outside the Camera Frustum or turned back to hidden in game ...