When adding the Add Component By Class node, choosing a class that has a Relative Transform pin, changing the transform, and deleting the node the editor crashes. I tested this with the Skeletal Mes ...
This issue seems to occur if and only if viewing the value in the details panel. Following the above repro steps without looking at the value in the details panel, and then clicking the asset to ins ...
In C++, a replicated property's RepNotify function can include a parameter that represents the property's value before the new replicated value was applied. In blueprints, RepNotify functions are no ...
When creating Soft Object Variables of Actor or Character blueprints, the default value of the variable is greyed out and unable to be changed. I was able to create a Soft Object Reference of the Th ...
When a blueprint interface asset is duplicated in the Content browser, UEdGraph::GraphGuid will not be regenerated so the two graphs will end up sharing the same GUID. This causes problems for any ...
Bulk compiling more than one Blueprint class asset without incurring a garbage collection pass in between each compile can result in a crash during reference replacement, as serialization may end up ...
As the attached image shows, there is no problem in 4.25.4, and the process is noticeably slower in 4.26.1. Also, there is no problem in Standalone. The problem occurs only in PIE. ...
An actor instance's editor added components can fail to attach to the root component of the actor when changing the native root component's mobility from static to movable. The failure happens durin ...
Interface Cast nodes appear to be returned as valid and context sensitive for every possible pin, even ones like floats and integers. Following the repro above, it is easy to place a node but it wil ...
Following the repro, a temporary copy of a BP Macro library is loaded into memory. When you right click to place a node, it incorrectly lists macros defined in this temporary library. They are fully ...