A child blueprint won't be marked dirty if it hasn't been loaded and you rename a component on its parent blueprint. This can lead to a situation where the editor can be closed without prompting the ...
The incorrect use of NewObject() to instance nested class-owned subobjects will force StaticAllocateObject() to reconstruct the instance that was already constructed by the outer class ctor in nativ ...
Expected: Changes to GameplayTagQuery properties in a blueprint should propagate to instances that haven't overriden the default value. ...
[Image Removed] When the BP editor is opened, hot-reload compile will wrongly serialize a HORRELOAD_XXX object into the BP class and package which can not be found when Editor is opened again after ...
The new 'UncookedOnly' module type that was added in 4.24 is not visible to Blueprint nativization, and thus it does not know to exclude these module types from the generated Build.cs file when they ...
In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...
In Editor, When you remove a return value parameter from a Blueprint Interface function's Output Category. (so there are no return values), it becomes an event. In any Blueprint that implements the ...
If an AnimNode connected with Enum and AnimBP is nativized, the package will occur crash. Following settings is solve this issue. [BlueprintNativizationSettings] +ExcludedBlueprintTypes=/Script/En ...
After fixing the crash from [Link Removed] when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal comp ...
Fatal error "UE_LOG(LogObj, Fatal,TEXT("Renaming an object (%s) on top of an existing object (%s) is not allowed"), *GetFullName(), *ExistingObject->GetFullName());" is hit in UObject::Rename. ...