Since multiple dict tags can be in a plist, not just the top level, need to be able to specify to only insert once. Adding an optional once="true" attribute to these commands in UPL will allow this ...
If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...
State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing at the moment you enter/leave the state. ...
Performing a Hot Reload after changing some properties in a custom Static Mesh Component code class from public to private appears to reset the static mesh set for any Pawn Blueprints that use that ...
Linked animation graph doesn't trigger anim notifications on dedicated server. There is no expected message in log: LogBlueprintUserMessages: [HitReact_AnimBP_C_0] Client 0: HitNotify IsServer: tru ...
Selecting an Actor with a Camera and a C++ inherited Blueprint Component that has sub-components,then compiling the BP component leads to a crash. Upon Debugging the Crash Call Stack: FindViewComp ...
Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...
when curl requests are redirected (301) – response headers are merged together and are comma separated. but, Content-Type headers are required to use semi-colon ";" separators. ...
Deleting all jobs after rendering queue with executor causes an assertion to fail. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 by utilizing a For Each Loop and Delete Job node ...
A user is reporting that using the following code in a GameMode class causes shipping iOS packages to crash on launch:void ANOGSSDKGameModeBase::StartPlay() { std::thread([](){ std::clog << "THRE ...