Performing a Hot Reload after changing the default value of a property in an ActorComponent that is included in an Actor class triggers an ensure if a Blueprint has been created from that Actor clas ...
Performing a hot reload after modifying game code (plugin code is unmodified) does not also reload plugin modules. In the attached project, there are some log messages output when the plugin module ...
This is a trending crash in the 4.17 previews. Unfortunately users have not provided any descriptions of their actions when the crash occurred. Source Context 464 FViewMatrices::FViewMatric ...
Creating a duplicate of a Blueprint class that has an AttributeSet seems to be interfering with the creation of the AttributeSet. ...
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. ...
For unknown reason, the header of BP_Parent is included twice. The second header is located after the .generated.h, causing the compile error. The following is the include section of BP_Child__pf1 ...
Feeding Interpolative non-additive Data into Make Dynamic Additive gives a Warning "Trying to play a non-additive animation into a pose that is expected to be additive in anim instance" AnimBluepr ...
Blueprint Actor values inherit the Class Default Object values instead of its Blueprint Default Object values. ...
Niagara translucency sorting mode doesn't apply to a particle set to be GPUCompute Sim. Found in 4.20 CL# 4302132 and 4.21 CL# 4348893 ...
When creating an Event Dispatcher that sends an array, a blue Note shows up on the bottom of the Call node stating that "No value will be returned by reference". This is a similar issue to [Link Rem ...