ForceFeedback Attenuation assets aren't an option because they are filtered out of the list in UAssetToolsImpl::IsAssetClassSupported. This happens because there isn't a valid AssetTypeActions clas ...
An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...
The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...
The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...
The data table customization (and probably others) tries to aggressively clear out row references that are not valid in the table they point to. This breaks when selecting multiple actors or objects ...
Link to test project: [Link Removed] In BP_MyPlayerController event graph, “T” is bound to a Blueprint function called “BPSetMyArrayElement0To5”. “BPSetMyArrayElement0To5” calls the C++ function ...
Blueprint functions appear to correctly associate local variables when renaming the function. However when undoing a rename with ctrl-z the local variables appear to lose their association. Redoing ...
The delegates for actor should show up in the Detail tab like components. There should be an "Event" group and list all available delegates, and designers can click on the "+" sign to add event on t ...
The LogActor is set to "CompileTimeVerbosity=Warning", so it cannot output more than the "Warning" level. ENGINE_API DECLARE_LOG_CATEGORY_EXTERN(LogActor, Log, Warning); Suggest the following ...
Adding an Event Dispatcher to the Level Blueprint and then renaming the initial graph node within that Event Dispatcher prevents deletion from that point forward. Renaming the Event Dispatcher from ...