A licensee has found that marking an FSoftObjectPath property as Config and Untracked causes the untracking metadata to be ignored. This is because FSoftObjectPathThreadContext::GetSerializationOpt ...
Custom Delta Property NAK handling is done via Custom Delta Base States. Whenever we replicate a CDP, we have the implementing code return a Custom Delta Base State. However, before a CDP is ever re ...
In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...
A licensee has brought up some inaccuracies in the reading of curve data from FBX files: #1, Remove calls to SetKeyInterpMode, SetKeyTangentMode, SetKeyTangentWeightMode, and change them to NewKey. ...
Child actor component templates, when nativized, end up being owned by the converted Blueprint class object, rather than the child actor component template. Furthermore, we don't regenerate the chil ...
After reordering, if you hover over the "Component Blueprint B" entry, the object path indicates that it's incorrectly referencing a transient object. This is why GetWorld() now returns NULL and the ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
It's possible to end up in a state where some entries were saved in ULevel::DestroyedReplicatedStaticActors, which causes a crash when PIE starts up. I'm not sure how entries could end up in this l ...
In some circumstances a vislog entry can end up with it's location not set up to owner's location. ...
If a base class function returns its own class as a literal value, the nativization process will emit the literal term as "GetClass()" rather than as the actual value (e.g. UBPBase::StaticClass()). ...