UBlueprintEditorLibrary::ReparentBlueprint() results in compiler errors when attempting to reparent from a native parent class to a blueprint parent class

UE - Gameplay - Blueprint - Mar 20, 2024

When using the Reparent Blueprint node in an Editor Utility Blueprint, e.g. an Asset Action Utility, compilation errors will occur if you try to reparent a blueprint with a native parent class to a ...

Derived struct data is not copied to Base struct

UE - Gameplay - Blueprint - Feb 19, 2024

The actor Blueprint is intentionally causing an object slice to occur. In other words, we're copying a derived type to a base type, so the expectation is that only the inherited base properties are ...

Deprecating a non-const blueprint interface function replaces the implementation of the event with an empty custom event

UE - Gameplay - Blueprint - Oct 19, 2023

This behaviour is only observed when implementing the function as a custom event from a blueprint interface. This behaviour is not observed in actors where the blueprint interface function is implem ...

Compiling Blueprints breaks socketed attachments of actors attached to non-root components

UE - Gameplay - Blueprint - Oct 12, 2023

When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...

UBlueprintEditorLibrary::RemoveUnusedVariables doesn't treat the implicit target of an Event nodes as used

UE - Gameplay - Blueprint - Oct 4, 2023

UBlueprintEditorLibrary::RemoveUnusedVariables removes (object) variables from a blueprint even if that blueprint graph had Event nodes that are bound "inline" to that object variable. For example: ...

'GetClassDefaults' Can Cause Blueprint To Become Modified When Unrelated Blueprint Is Compiled

UE - Gameplay - Blueprint - Sep 22, 2023

The stems from a really old change (CL 2948683) to fix [Link Removed]. Compiling ObjectA will call RefreshExternalBlueprintDependencyNodes on its dependent BP,  ObjectB_ReferencesA, which reconstru ...

Crash when editing nested Blueprint structures

UE - Gameplay - Blueprint - Sep 22, 2023

See submitter's analysis here: [Link Removed] ...

Gameplay Tags: Consider tag redirects in RequestGameplayTag()

UE - Gameplay - Blueprint - Sep 6, 2023

Users can obtain a FGameplayTag reference by calling FGameplayTag::RequestGameplayTag(TagName) passing in a path like MyCategory.MyGameplayTag. Users can rename INI-defined tags in the editor via t ...

Crash occurs when blueprint breakpoint is placed after a Draw Debug String node

UE - Gameplay - Blueprint - Aug 22, 2023

This is not a regression. Tested in //UE5/Release-5.2 CL 26001984 The editor crashes when playing in editor on a level that has a break point placed on a ticking draw debug string node that is prec ...

Editor becomes unresponsive while Compiling with Save on Success of a Widget Blueprint that contains a Breakpoint in Pre Construct

UE - Gameplay - Blueprint - Aug 2, 2023

This is not a regression. Tested in //UE5/Release-5.2 CL26001984 Editor becomes unresponsive after compiling with save on success a widget blueprint that has logic flagged with a breakpoint within ...