Blueprints currently don't support unsigned 64 bit ints, but they do support signed 64 bits. If a Blueprint uses a native struct variable that contains a uint64 property, it incorrectly assigns that ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
Context Find-in-Blueprints can be used to search the current, or all, blueprints. If you enter a simple string, it would return nodes, pins, pin default values and default values for BP Variables ( ...
Some licensees have reported seeing intermittent corruption of runtime virtual texture tiles. This hasn't been reproduced at Epic. Usually this shows up as some small percentage of rendered tiles l ...
As described by the licensee, the const CDO contract is being broken on ChaosWheeledVehicleMovementComponent. The issue the licensee is facing is that by spawning cars with different configurations, ...
A partially broken Geometry Collection (GC) ends up with garbage CollisionGroup data that can lead to strange behaviors. The licensee has noticed that a GC that goes thru a field applying ExternalS ...
Fields with Maximum resolution are not affecting all leaves of a Geometry Collection on 5.4 and onwards. When calling GetRelevantParticleHandles() a Maximum Resolution field does return all particl ...
Unreal Engine 5.4 code will no longer compile after applying both the RHI improvement code changes as described in [Link Removed] and the fix for the crash described in [Link Removed]. The compilati ...
Chaos Trailing Events not exposed to Blueprints and only accessible via Niagara Chaos DI. The licensee noticed that the Trailing event is not available to BPs. It's expected that the same data avail ...
When a native actor 'AMyActorClass' creates AttributeSets as a default subobject via CreateDefaultSubobject, duplicating an actor blueprint based on AMyActorClass will result in a blueprint with an ...