After editing any struct variable in use such as adding, removing, or editing, and then compiling afterward the engine crashes. Sometimes it crashes after a few seconds. ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
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 ...
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 ...
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 ...
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 ...
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 the Is Case Sensitive flag and will generate a compile error when there are two pins with the same name but different cases ...
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 ...
The editor will crash during shutdown if Blueprints are actively being indexed in the background. ...