Duplicating a UActorComponent that has an Instanced UPROPERTY does not perform a deep copy of the instanced property. It appears to only copy a reference to the instanced object. Where as, performin ...
Whenever dragging and dropping an actor to the Scene, the function UActorFactory:: PostSpawnActor gets called twice. Tested in 4.20.3 (CL - 4433814), 4.21.1 (CL - 4705082), 4.22 (CL - 4708082) ...
BP SET nodes for FGameplayTags do not respect category filters, instead the dropdown shows an unfiltered list of all gameplay tags. Given the MyValue property decorated as follows: UPROPERTY(Edit ...
If the origin of the static mesh actor is not included within the static mesh primitives, the duplicate actor in same location warning will not proc when building a level. ...
When creating a Blueprint Function under a non-default category, if you name one of its parameters "Category" the function will be moved back to the default category. This is working as expected in ...
There seems to be a discrepancy between the output of Get Mouse Position node depending on whether the node is inside an Actor function or called from Event Tick. If the node is present inside a fun ...
When a project is reopened that contains structures, they will be corrupted with a hash code instead of their original values. If the "Break Struct" node is removed it can't be re added as it is not ...
A user has reported that using GetAttachedActors in the Constructor does not work properly. If actors are attached in the editor, the function does not return the correct value when called in the Co ...
The code in GameplayTagContainer.cpp has code for generating debug strings representing tag queries. Compare the code in EmitTokens in all other queries to the code in UEditableGameplayTagQueryExpre ...
When copying a Blueprint actor, Variables with brackets in their names don't have their values copied. IE: Creating a vector variable named "MyVector[]" This behavior also replicates with round brac ...