Class UBlueprintAsyncActionBase provides methods RegisterWithGameInstance() and SetReadyToDestroy(), which respectively register and unregister the object with the game instance. Derived class UCanc ...
Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...
The TextExportTransient can be specified as a property flag and object flag. Behavior is inconsistent: there are many ways in which an object marked TextExportTransient can still be part of the text ...
Blueprints might get into a corrupted state when they are inherited for a big number of times. Starting from a C++ class, if you then create a BlueprintClass from the C++ class, and keep creating ne ...
This behavior was not observed up to UE 4.19, but it can be reproduced in all versions from 4.20 to 5.4. When a "Literal Enum" node is used inside a blueprint and an enumeration value is chosen fro ...
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disabled) is placed as a LevelInstance in another world partition level, actors in the inner level are cooked with an outdated component hierarchy until t ...
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 ...
Consider a C++ ActorComponent containing an instanced TObjectPtr property (which may be standalone or inside a container such as TMap). Now consider a Blueprint Actor containing such a component, an ...
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 ...