When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...
When implementing a USceneComponent in C++, one may want to add one or more internal UObjects to hold some data or perform specific tasks (this is also done by several UE built-in components). These ...
A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...
This issue seems to only occur when using the hotkey to create comments. Using the r-click menu seems to work as expected. ...
In WorldConditionsEditor, at least DataRefDetails and DefinitionDetails forward declare USmartObjectDefinition without using the class. The uplugin nor the build.cs does not list SmartObjects as a ...
When attempting to connect the output of a branch node to a downstream node that is already connected to one of the other outputs of the branch, users see a 'cycles are not allowed' message preventi ...
The following console commands do not work when the ConsoleVariablesEditor plugin is enabled.Slate.GameLayer.ViewportSlotVisibleSlate.GameLayer.DebugCanvasVisibleSlate.GameLayer.PlayerCanvasVisibleS ...
Navmesh does not generate correctly around HISM instances when one instance has its transform updated. The most noticeable change is that adjusting the scale of an instance's transform will cause th ...
1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...