When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...
The Make Bitmask node uses the flag index rather than the flag mask value unless the enum has the UseEnumValuesAsMaskValuesInEditor meta specifier. UserDefinedEnums in the editor don't support this ...
When using Push Replication with blueprints, UK2Node_VariableSetRef nodes do not mark a property as dirty and so the variable is not replicated. ...
Users can obtain a FGameplayTag reference by calling FGameplayTag::RequestGameplayTag(TagName) passing in a path like MyCategory.MyGameplayTag. Users can rename INI-defined tags in the editor via t ...
This is not a regression. Tested in //UE5/Release-5.2 CL 26001984 The editor crashes when playing in editor on a level that has a break point placed on a ticking draw debug string node that is prec ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984 Editor becomes unresponsive after compiling with save on success a widget blueprint that has logic flagged with a breakpoint within ...
Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...
Given a TMap where the value type is an instanced object: when a child blueprint is saved with modifications to the TMap, and then additional TMap are added to the parent blueprint and the child blu ...
A customized struct with a TObjectPtr to an EditAnywhere, Instanced UObject will not show in full blueprint editor. I narrowed this down to the SKismetInspector::IsPropertyVisible method. The prope ...
The user is specifically having a problem with TArray<TObjectPtr<>> however I have also reproduced this error using a single TObjectPtr<>, raw uobject pointers & all three previous methods within a ...