Declaring a TMap< [type], bool> will fail to compile if it is declared as a UPROPERTY. The error seems to be with the bool because TMap< [type], int8> will compile as a UPROPERTY. ...
Attempting to build the editor from source will fail to compile in VS if the computers Region format / Language is set to Turkish. This is caused by #ifndef Identifiers being translated incorrectly ...
If a block comment is used above the UCLASS Macro, leading spaces before the start of the comment causes UHT to fail and the solution to fail compile with a "Missing 'UCLASS' in Class declaration" e ...
Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...
The repro case is to create a material with a texture (texture T), apply it to some object, like a basic cube. Save out this level, level A. Create a new level, and add level A as a sublevel, and sa ...
Attempting to call LoadAssetDataFromPath with the path set to the default save location (/Saved/SaveGames) ...
Performing a hot reload in the Editor after adding a custom UserDefinedEnum C++ class to a project results in a crash. A normal compile in Visual Studio will complete successfully. ...
Values stored inside variables becomes corrupted after creating an FBufferArchive variable (FBufferVar), setting FBufferVar.ArForceByteSwapping = true; and then storing the original value in FBuffer ...
When spawning a pawn that has a PawnMovementComponent attached and destroying the pawn, if a pawn with the same name is re-created it will be missing the PawnMovementComponent. ...
Attempting to compile anything in the editor (blueprint, widget, level bp, etc) will cause the editor to crash. Project Link: [Link Removed] Crash Reporter: [Link Removed] Note This has only been ...