Defining a ChildActorComponent in code, then setting the component to a blueprint derived from another code class causes the editor to crash when opening the parent blueprint if any changes are made ...
When a code component contains a pointer to an actor, adding the component to a blueprint and setting the pointer to point to an instance of the same blueprint will cause the pointer to reset to "No ...
I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...
When an Actor is identified to seamlessly travel, its child actors should also seamlessly travel with it (or maybe it should be an optional flag), rather than destroying and recreating on the other ...
When an array of custom UObjects is defined in an actor component class, blueprint instances of the component class cannot update the array elements. Array elements only update inside the blueprint ...
This is a regression that was introduced with changes made to address issues with native vs. non-native component registration at Blueprint construction time ([Link Removed]). Prior to those change ...
PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...
This behavior is a regression in 4.12. Essentially we switched to attaching child components as part of the OnRegister() logic. This caused all root-level SCS components (including non-scene compone ...
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. ...