Adding a text render component to a blueprint through C++ at runtime crashes the standalone player. It does not have any effect on PIE. Also, this only seems to occur when the blueprint in question ...
When attempting to add a custom component to a blueprint at runtime using the Add Component function, if you give the component an exposed variable, it will ignore whatever target you specify and ad ...
Capsule component Shape values can be glitched inside of Actor class bp This effects 4.9.2 and 4.10 Preview 3, however it is working properly in 4.11-2736016 User Description: Alright, so the Cap ...
Using the HideCategories = (CameraSettings) specifier inside a custom CameraComponent class will cause the editor to crash when the component is added to a blueprint. Restarting the editor will sho ...
If an ActorComponent contains a UObject property of a type that is DefaultToInstanced, any time a Blueprint of a class containing that ActorComponent is compiled the UObject value is reset to None. ...
Adjusting properties of a Blueprint instance's components in the level does not update references to the properties in the BP's Construction Script. Note: this would work in 4.8.3. Reproduced in 4. ...
After vertex painting on a Static Mesh component of a Blueprint, the Vertex paint data is lost when the Blueprint is copied. Oddly, pasting into a text editor shows VertexColorData, but it seems to ...
Adding a function to a Blueprint component causes other Blueprint that use that component to have Errors and must be re-compiled. ...
If a Blueprint is made from a custom Blueprintable StaticMeshComponent, and that Blueprint is added as a component to another Blueprint, an Ensure is triggered. No Ensure occurs if the custom nativ ...
Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...