Defaults for variables of asset/object/class type do not show up in the defaults panel in User Defined Structs. This severely limits their usefulness as a data definition. ...
**UPDATE** When the actor is pulled from content browser to scene, a "ghost" object is created even if the actor is still being "held". Dragging the actor back and forth into the editor viewport wi ...
When a UPROPERTY() macro is changed and the recompiled, the hot reload in the editor will cause any BP based on the class to lose certain aspects of the Detail panel such as the actor's transform. ...
When selecting variables within a blueprint using the arrow keys, it doesn't refresh the Details properly. You can see this by clicking on each of the variables, to see what the difference between t ...
Changing the value of a text struct variable inside a duplicated function that contains a Make Struct node will reset that value in the original function. This does not appear to occur with other va ...
The new AI Perception system's BP API, marketed in release notes, depends on UAIPerceptionComponent::GetActorsPerception, that, as one AnswerHub user points out, is useless due to a buggy condition ...
When dragging and dropping the Blueprints folder into another folder, and selecting 'copy here' causes the Blueprints folder to stay as a folder and empty, but another Blueprints folder is created w ...
If a function with a Category set in its UFUNCTION macro has the value of the category changed and then compiled (hot reload), the function will no longer show up in the right click menu of the blue ...
When replacing a static mesh with a skeletal mesh for bone animations, it falls to the ground. Even though gravity is disabled on the skeletal mesh. Changing the gravity scale to 0 is a work aroun ...
Performing a hot reload on a project that contains an FStringAssetReference inside a struct results in a crash. This was reported to work fine in 4.6.1, but I was unable to verify that is the case. ...