Timeline tracks can be given the same name as existing execution inputs, which causes some unusual behavior when dragging off the pin. Renaming them will rename the execution pin instead, and compil ...
Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...
Custom Events with duplicate input names will not compile. This does not occur immediately: creating two Custom Events with two identically named inputs will not cause a compile error, but if you re ...
Duplicating a Timeline from the MyBlueprint tab (instead of duplicating it in the Graph) creates a Timeline variable with no actual Timeline to edit. It is only possible to Set or Get this variable. ...
Get and Set nodes for variables from a BP's parent class will not compile without a reference to Self. Without one, the BP fails to compile with the following error: "Error Variable node Get NewVa ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
Cast nodes compile without warning when no object is assigned to the cast nodes object input pin. ...
When attempting to cast a parent actor to a child actor, if the parent uses "self" as the target of the cast the blueprint will compile, but when PIE is pressed a compile error will appear. ...
Some nodes have target pins that auto-fill to target: self. However, unless a value is passed into this node from a get or other means, the blueprint will not compile. ...
When using the track builder plugin, the default settings for the track width starts at 1. However, when the yellow arrow is clicked to to restore the track back to default it sets it to zero instea ...