If a Blueprint is made from a custom Blueprintable StaticMeshComponent, and that Blueprint is added as a component to another Blueprint, an Ensure is triggered. No Ensure occurs if the custom nativ ...
The particle module "Event Receiver Spawn" seems to ignore whether the emitter containing it changes from either disabled to enabled or vice a versa at run time. I also noticed that disabling the ...
If a child actor component has a local offset from the parent, any of the child's variables that are set in the parent's construction script are not registered. Workaround: Setting child variables ...
If a TArray declared in a component class has the UPROPERTY specifier "Instanced", then attempts to edit an instance of the array in the editor viewport after adding the component to a blueprint doe ...
Any comment over the allowed number of letters in a line cannot be seen therefore, cannot be edited. ...
If a function in a custom code Blueprint Function Library class contains meta = (WorldContext = "WorldContextObject") as a specifier, that function does not appear in context searches in a UObject B ...
Simulating your level and then attempting to use the Keep Simulation Changes option on an actor that has simulated physics gives the No Properties Copied error. Occurs in 4.9.2 binary and Main CL ...
If a code function is written with a delay that doesn't take any arguments, calling the function from blueprints causes the blueprint to get stuck in a loop and not continue to the next BP node. ...
After creating a component blueprint (tested with SceneComponent / ActorComponent) the blueprint cannot be reparented to a custom classed inherited from ActorComponent. This seems inconsistent sinc ...
When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...