Internal Compiler Error: Tried to create a property Crash in scope Beta_C, but another object (ObjectProperty /Game/Alpha.Alpha_C:Crash) already exists there.

UE - Gameplay - Blueprint - Oct 31, 2019

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 ...

Crash when renaming a component to same name as a deleted inherited component.

UE - Gameplay - Blueprint - Oct 24, 2019

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.  ...

Blueprint macro in a level blueprint causes memory leak

UE - Gameplay - Blueprint - Oct 15, 2019

The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...

Sorting a Blueprint variable into a subcategory separates variables into separate category structures

UE - Gameplay - Blueprint - Oct 14, 2019

Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...

Undoing after opening a bluperint will delete nodes in a math expression

UE - Gameplay - Blueprint - Oct 11, 2019

Math expressions fail to compile when performing an Undo after opening a blueprint ICE - wrong output link - ((1 + x) * (sin(myVar))) - (2.400000 / (rand())) ...

GetClassDefaults node retains 'hidden' references to original default.

UE - Gameplay - Blueprint - Oct 9, 2019

Need to add calls to Super::PinConnectionListChanged() and Super::PinDefaultValueChanged() in K2Node_GetClassDefaults.cpp. ...

Converting a big function to a custom event places the nodes in a messy location

UE - Gameplay - Blueprint - Oct 8, 2019

The nodes of a big function are placed over the custom event node and other nodes in the Event Graph when the function is converted to an event. ...

The Bind Event node created from a blueprint dispatcher is different from the one created from the context menu

UE - Gameplay - Blueprint - Sep 10, 2019

Adding a Bind Event node in different ways can create nodes with identical names (Bind Event to <Dispatcher>), but under the hood they are actually different nodes. Easiest evidence is that they ha ...

Max loop iteration threshold not being reached before infinite loop is triggered

UE - Gameplay - Blueprint - Aug 29, 2019

Infinite loop is called when the loop is implemented by only one, one time. When the set up should not flag anything until iteration 1,000,000. [Link Removed] [Link Removed] ...

Error during packaging if nativizing a blueprint that contains a TMap with a UserDefinedEnum as a key

UE - Gameplay - Blueprint - Jun 17, 2019

Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...