If the mesh component is added in Blueprint (i.e. in the Blueprint editor and/or through Construction Script), then it's not possible to edit the collision response details for an instance of the co ...
This also brings up a good point about how `FName::NameToDisplayString` works. Currently it will only remove a 'b' character if a boolean is given, which leads to inconsistent results throughout the ...
FPropertyEditorInlineClassFilter IsUnloadedClassAllowed and IsClassAllowed use the confusing IsA semantics. In the IsUnloadedClassAllowed, the usage seems wrong completely. It seems like the real i ...
From a delegate there is no easy way to access the action that triggered the delegate. Whilst this is mostly inherent (an OnJumped handler implies the Jump action) it would be better to provide dire ...
When the order of construction is backwards it makes it impossible to have native objects set up components in OnConstruction, that a child BP Construction Script then has access to. Sometimes the C ...
The engine is unable to Level that has a Blueprint actor with a child actor component that has a particle system component. The follow message pops up: World /Game/LevelName.LevelName is in use. — ...
A crash will result if a Blueprint class that's based on a native C++ class containing two or more nested, explicitly-instanced subobjects referenced by a fixed-size object array property are serial ...
r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
Users requested the ability to move only the function declaration to a base class from blueprints instead all of the nodes inside the function. From the user: "Essentially, 95% of the time wha ...