Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...
Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determ ...
It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...
When trying to copy a setter node for a GameplayTag variable from one eventgraph to another eventgraph the engine crashes. If the blueprint that is copied into has a GameplayTag variable with the sa ...
[Link Removed] Jan Kaluza 2023-09-08 15:37:18 UTC I just ran into a very frustrating bug: I have around 60 actors in a sequence, and I reordered them to be in the order that I wanted to animate them ...
From a community member: Are you responsible also for the FootPlacement node? Its fantastic, but there is a possible bug with the walkable surface handling. It tries to step even on vertical surfac ...
Right now, any UINTERFACE that is not marked as CannotImplementInterfaceInBlueprint is shown as implementable in blueprint. If these functions have BlueprintCallable functions or related things then ...
Get and Set nodes for variables from a BP's parent class will not compile without a reference to Self. Without one, the BP fails to compile with the following error: "Error Variable node Get NewVa ...
Get and Set nodes for variables from a BP's parent class will not compile without a reference to Self. Without one, the BP fails to compile with the following error: "Error Variable node Get NewVa ...
From UDN: The reason it crashes is because Child doesn't get garbage collected, which is because it still has the RF_Standalone flag. UEditorEngine::EditorDestroyWorld clears RF_Standalone flag ...