The editor will crash when using "Convert Selected Components to Blueprint Class" for actors that the root component is not tagged as a BlueprintSpawnableComponent. ...
Making changes to components added to the Blueprints viewport can not be undone. I made translation changes to the camera, character and added a box and I wasn't able to use undo on those changes. ...
When a blueprint is added to a level that contains a procedural mesh component the level is unable to save. The error message that pops up is attached as a screenshot. Edit PatrickD (08-29-2016): C ...
Looks like maybe the PropertyView stuff doesn't like it when the subobject name matches the parent's object property name? In this case the CDO is the object that will be selected to the PropertyVie ...
Attempting to save a blueprint that makes use of a component whose variable has just been renamed fails due to the following error.Can't save [asset path].uasset: Graph is linked to private object(s ...
Currently it is only partially possible to edit nested component subobjects, but not in a way that's consistent with how top-level component subobjects are edited (both Blueprints and IWCE). This is ...
See UDN thread for details. Essentially we need to ensure that class variables are created for SCS components even if the template isn't loaded as a result of a NeedsLoadForServer() API override. O ...
When a property added to an ActorComponent class uses the specifier EditInstanceOnly, the property is editable inside a blueprint with the component rather than only showing up when selecting an ins ...
If a component class returns 'false' for NeedsLoadForServer(), then variables will not be included in the class in a cooked/packaged dedicated server build, and thus any variable references in scrip ...
Customer provides details, including a fix for the problem. See UDN post attached. ...