Swapping the C++ Root Component from a Child BP class, pressing Save, Compile, but not Saving afterwards, will leave the Root Component in a locked state, meaning the it cannot be viewed or edited in the Details Panel after an Editor restart

UE - Gameplay - Blueprint - Dec 9, 2024

Swapping the C++ Root Component from a Child BP class, pressing Save, Compile, but not Saving afterwards, will leave the Root Component in a locked state, meaning the it cannot be viewed or edited i ...

Blueprint "Replace Variable with..." option doesn't show Input Parameters as an option

UE - Gameplay - Blueprint - Oct 18, 2024

This appears to be an oversight with input parameters. UEdGraphSchema_K2::GetReplaceVariableMenu should also search the list of input parameters when finding matching replacements. ...

Blueprint compilation resets settings on level-placed actors and inherited templates

UE - Gameplay - Blueprint - Aug 21, 2024

Triggering an actor component recompilation resets all the variables to the default state on spawned actors in the level. Users can unintentionally lose property settings on placed actors in a worl ...

Instigator is no longer automatically set when spawning actors from blueprint

UE - Gameplay - Blueprint - Aug 20, 2024

Actors that are spawned from blueprints will no longer have their instigator automatically set to the instigator that spawned them. This is a regression in 5.5, because in 5.4 and earlier a null Ins ...

Components added to an Actor Blueprint may not be propagated to Actors inside World-Partition Level Instances

UE - Gameplay - Blueprint - Apr 29, 2024

When a world partition level (but streaming disabled) is placed as a LevelInstance in another world partition level, actors in the inner level are cooked with an outdated component hierarchy until t ...

Blueprint Add Custom Event unable to resolve delegate signature inside a split struct

UE - Gameplay - Blueprint - Apr 19, 2024

This issue occurs when a static function is created and has a struct parameter that has a delegate exposed to blueprint. When using the helper function in blueprint after having used "Split Struct ...

Breakpoint on SetText node in WBP PreConstruct triggers editor hang on save

UE - Gameplay - Blueprint - Apr 17, 2024

A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...

SubobjectDataSubsystem functions do not show up in blueprint editor.

UE - Gameplay - Blueprint - Apr 15, 2024

Licensee was not able to access SubObjectDataSubsystem functions from their blueprint editor, as the functions (such as "GatherSubobjectDataFromInstance") did not show up in the right-click menu and ...

BP hierarchy change triggers incorrect map actor load warning: AttachTo: '{0}' is not static {1}, cannot attach '{2}' which is static to it.

UE - Gameplay - Blueprint - Apr 11, 2024

When a blueprint's component hierarchy is changed by changing a child component's mobility value to Static while deleting its parent component which has Movable mobility, levels saved with an outdat ...

ExposeOnSpawn Class properties do not respect "none" as the value on "Construct object from class" node

UE - Gameplay - Blueprint - Mar 21, 2024

I think that the root of the issue actually comes from the K2 node behavior itself. If you copy your node and paste it to a clipboard, you can see the pins and the string representation of all the v ...