The BindWidget meta specifier allows us to bind a native widget pointer to a widget added to the hierarchy of a UserWidget in the widget editor. However, it appears to only search for a matching wid ...
When using a struct as a type for TArray and first element of the array has first member variable of the struct set to default, it is not exported to *.csv ...
Trying to set the Game Instance Class using the select asset from content browser setting results in the field being set to none. ...
Attempting to call SetPhysMaterialOverride() in a component's C++ constructor causes the project to crash when opening it in the Editor. ...
When copy and pasting nodes from an Actor Blueprint to an Object Blueprint the Editor stalls for a bit and an ensure occurs. This issue was reported and tested in 4.19.2 (CL-4033788). This issue ...
When CopyActorProperties is used with a target being a template such as a blueprint, it can copy and serialize EditInstanceOnly Properties. ...
Instanced and skeletal meshes produce an overlap but fail to compute an MTD, resulting in the logging of "OverlapTest says we are overlapping, yet MTD says we're not" in LevelActor.cpp ComponentEncr ...
Sub-components with the same name are not displayed on the correct parents in the Blueprints editor. Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...
Since magenta is a special color used for initialization of the UE4 and it may have occurred problem because we are performing a branch using equal.[Link Removed][Link Removed] Licensee wants to us ...