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 ...
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 ...
REGRESSION Does not occur in 4.24 Blueprints that call Array_Identical results in a failure during nativization:F:/Projects/Release/TestNativizeArray/Intermediate/Plugins/NativizedAssets/Windows/Ga ...
In the sample project we have a Widget Blueprint asset (SomeWidget) that implements a native interface (PrintSomethingInterface.h). However, in the DefaultEditor.ini file, we've also excluded all Wi ...
If a base class function returns its own class as a literal value, the nativization process will emit the literal term as "GetClass()" rather than as the actual value (e.g. UBPBase::StaticClass()). ...
The code executes correctly at runtime, but the tooltip is incorrect. There is logic applied in CallFunctionHandler.cpp that handles the runtime execution, but that logic is missing the the tooltip. ...
https://udn.unrealengine.com/questions/570767/filtering-bug-with-iseditoronlyactor.html On a a blueprint that inherits from an actor class such as FunctionalActor, the user can mark Actor::bIsEdito ...
Input arguments of macros are always Pass-by-Reference. So this is just only pin looks matter. Pass-By-Reference modifier on Macro input was removed in 4.24. [Link Removed] ...
This is happening because the property FText DelegatePropertyDisplayName; on UK2Node_ComponentBoundEvent is serialized, so it does not get properly updated. ...
Ensure hit when adding a Blueprinted scene component that derives from a native component that has its own subcomponent. This does not occur when adding the native component, only when adding the bl ...