There's a cook determinism issue in the way UObject unversioned serialization handles UObject pointers pointing to garbage. Depending on GC timing, it can either be skipped (as a property matching C ...
Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, the "Apply" button on the graph editor's toolbar wil ...
Consider a Niagara Function Script containing a Static Switch node with the "Expose as Pin" option disabled for its selector variable. When the function is called by another Niagara Function or Niag ...
If a user does not have visual studio installed, they are not able to create new Blueprint script components and are given the error message "No compiler was found. In order to use C++ code, you mus ...
If SetAlignmentInViewport is called in the UMG Construct, it is ignored internally. This is due to a change that came in 5.1, so it worked fine in 5.0. First, when the Set Alignment in Viewport nod ...
Struct in Object class will not populate if struct pin split on "Construct Object from Class" node. This does not appear to happen to other variable types. Workaround Do not split the struct pin, ...
Importing the fbx uses the default settings, which aren't accessed through scripting, so they cannot be changed. To circumvent this MovieSceneToolHelpers::ImportFBXIfReady caches the defaults, and ...
Project fails to package for Android if a blueprint has a variable that sets itself on construct. ...
When ExposeOnSpawn is set as a meta specifier for a delegate property, binding the delegate to a function using the Construct Object node does not successfully bind the function. Workaround: Bindin ...
Static light contained in a blueprint will need lighting rebuilt each time the project is reopened. This only seems to occur for a static light that is parented to a static mesh and then that static ...