This happens when the 32-bit LatentUUID signed integer that we generate for the delay node starts with "-1" when converted to an FString (e.g. "-1824950080").
During compilation, we pack latent function call info into a single literal term, one of these fields is the "Linkage" and that is fixed up by the C++ back end by replacing "-1" with the target "address" to jump to upon completion. However it's currently doing a blanket "replace all occurrences of -1 with this value" in the fixup code and that can corrupt the UUID field.
The fixup code can be found in FBlueprintCompilerCppBackend::LatentFunctionInfoTermToText() in BlueprintCompilerCppBackend.cpp. The licensee has suggested a fix that should work.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
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When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-60482 in the post.