User defined struct variables with spaces do not import properly in cooked builds

UE - Gameplay - Blueprint - Aug 11, 2020

DataTables exported to JSON in editor (UDataTable::WriteTableAsJSON, accessible by right clicking a data table and picking export to json) that contain variables with spaces or other outlawed charac ...

Blueprint classes are listed in Object pickers, but will not work as expected

UE - Gameplay - Blueprint - Jul 28, 2020

Because of the way blueprints are implemented, the "Blueprint Class" asset actually points to the editor-only UBlueprint object. Because of this, all blueprint classes will show up as options for ge ...

Blueprint Data Loss with Certain Variable Names

UE - Gameplay - Blueprint - Jul 21, 2020

Certain characters within blueprint variables names will cause data loss when duplicating an actor instance. For example if a variable name contains '(', '{', or '[' it doesn't retain the variable's ...

A Blueprint containing an array Swap node will fail to be nativized.

UE - Gameplay - Blueprint - Jul 17, 2020

Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...

Packaging a blueprint only project with Nativization fails

UE - Gameplay - Blueprint - Jun 18, 2020

REGRESSION: Does not occur in 4.24 Packaging a blueprint only project with Nativization enabled results in a failure during the Staging phase. A message appears reading the following:Missing UE4Ga ...

Switch on String does not respect Case Sensitive flag

UE - Gameplay - Blueprint - Jun 2, 2020

Switch on String does not respect the Is Case Sensitive flag and will generate a compile error when there are two pins with the same name but different cases ...

Cannot compile a nativized Blueprint with a function that takes an interface as an input parameter and uses it inside the function (e.g. dynamic cast to object).

UE - Gameplay - Blueprint - May 27, 2020

Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...

Editor will crash during shutdown while a global Find-in-Blueprint tab is open and indexing is active.

UE - Gameplay - Blueprint - May 22, 2020

The editor will crash during shutdown if Blueprints are actively being indexed in the background. ...

[CrashReport] UE4Editor-CoreUObject!UStruct::SerializeVersionedTaggedProperties(FStructuredArchiveSlot,unsigned char *,UStruct *,unsigned char *,UObject const *) [Class.cpp:1478]

UE - Gameplay - Blueprint - May 22, 2020

User comment: "Crash at compile array blueprint" Error MessageAssertion failed: Tag.Size == Loaded [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp] [L ...

Children of blueprints resaved by reference fixups can have invalid asset registry tags

UE - Gameplay - Blueprint - May 18, 2020

If a parent blueprint has data that is used by asset registry tags such as the AssetBundleData, any child blueprints that derive from it will use that in their exported tags. If the parent blueprint ...