When creating a blueprint component based off of a custom native class that utilizes the ClassGroup metadata ...
Right now only native subobjects are displayed in the details panel with meta = (ShowInnerProperties) is set. Child Actor Components are an example of this, where if the child actor you have added h ...
We don't clearly define the behavior for a Blueprint function when an execution path without a return node is taken. We should either report an error, or have the function return the default initial ...
Event dispatchers (i.e. delegate property values) are currently copied to the new instance when users copy/paste/dupe actors. However, this means that if you have an instance whose dispatcher is dy ...
Regression no, the issue was reproduced in Windows //UE5/Release-5.0 CL 20280985 repro rate 3/3 After the user tries reimport mesh with nanite enabled from mesh editor the mesh was reimported with ...
Licensee reports incorrect results with FindLocationClosestToWorldLocation when used with non-uniformly scaled spline components. ...
Struct properties marked up with the EditAnywhere and BlueprintReadOnly specifiers are exposed in Widget Blueprints by MakeStruct nodes and split pins on Setter nodes. CanBeExposed in K2Node_MakeStr ...
Blueprint breakpoints on EventEndPlay do not break execution of the PIE session before the session is destroyed. ...
The build system supports many types of flags that can be enabled in game-specific Target.cs files to enable things like logging in shipping, target-specific overrides like custom config, or enablin ...
The fix for this is to override the FEnhancedActionKeyMapping::operator== to account for the deep copy that happens on modifiers instead of comparing addresses ...