A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...
hThe use case of the licensee is that he used FindInBlueprints inside the Editor to find a particular text contained in BPs and later used that listing to recompile the BPs using the CompileAllBluep ...
When a property of a ChildActorComponent is modified in a child class, the parent ChildActorComponent class can also get modified. This happens when the Parent blueprint actor has a ChildActorCompo ...
A crash can occur when a member of a UStruct has a category with the "|" symbol and is trying to be displayed inside by the FDetailLayoutBuilderImpl class. This happens when there is a UStruct memb ...
Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...
In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...
Hi, while trying to workaround this: https://udn.unrealengine.com/s/question/0D54z00008kTgHCCA0/variant-manager-crash-in-upropertyvaluehasvalidresolve I thought I would not create variant sets act ...