When SMyBlueprint::OnMoveToParent() gets called the callsites of the function are never updated in dependent blueprints. This results in any UK2Node_CallFunction's not having their `FunctionReferen ...
Users requested the ability to move only the function declaration to a base class from blueprints instead all of the nodes inside the function. From the user: "Essentially, 95% of the time wha ...
Skeletal mesh merge doesn't support clothing. Looks like we should just be able to duplicate the clothing assets, clear the binding data and use ClothingAssetUtils::GetMeshClothingAssetBindings to p ...
This is a bug that can make it confusing for users (and internal devs) to make custom nodes related to enums. This is occuring because the PC_Enum type was added after the original PC_Byte but ...
When DuplicateWorldForPIE is called and serializes the references in another AlwaysLoaded sublevel, the properties of a ChildActorComponent are confusingly inaccurate. ...
The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
A Child actor spawned via a Child Actor Component that is added to an actor instance using the Subobject Editor is not initialized when using world partition. The spawned child actor is not present ...