Adding a new macro to a Blueprint Macro Library after renaming the first macro causes a crash

UE - Gameplay - Blueprint - Mar 17, 2022

It seems the editor crashes when adding a new Macro to a Blueprint Macro Library. This only occurs if you rename the macro that gets automatically created when you open the macro library to somethin ...

Adding an output to the default function of a Blueprint Interface now requires the Interface to be compiled in order to change the output's values

UE - Gameplay - Blueprint - Mar 15, 2022

In 4.27 immediately upon adding an output to the default function that output can be edited without needing to be compiled. In Preview 2 once an output is added the Blueprint Interface needs to be c ...

Delegate fixup doesn't work when bound functions are not in the current BP

UE - Gameplay - Blueprint - Mar 11, 2022

When BP functions are bound to native delegates with float parameters, we perform fixup on the BP functions such that their float parameters are converted from double precision to single precision. ...

Memory leak when using Blueprint Debugger while inspecting a return value

UE - Gameplay - Blueprint - Mar 11, 2022

Potential memory leak when using Blueprint Debugger to inspect a return value multiple times while playing. User also reported this would cause a crash, but I didn't try to max out ram usage to trig ...

Wildcard input pins will not accept a Single Precision Float output value

UE - Gameplay - Blueprint - Mar 9, 2022

When trying to input a Single Precision float variable into a wildcard pin, a "No matching 'Add' function for 'Float (Single Precision)" error will appear. I was able to work around this by converti ...

Misleading error message while attempting to drag in a BlueprintCallable Function into an Event Graph

UE - Gameplay - Blueprint - Feb 23, 2022

An error message informs the user that a function does not have the BlueprintCallable keyword if the same function is using a  native to blueprint communication keyword. The function/keywords are b ...

Blueprint functions with unconnected return nodes may return unexpected values

UE - Gameplay - Blueprint - Feb 11, 2022

We don't clearly define the behavior for a Blueprint function when an execution path without a return node is taken. We should either report an error, or have the function return the default initial ...

Renaming blueprint macro causes Failed import for EdGraph errors

UE - Gameplay - Blueprint - Feb 4, 2022

Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...

Crash when loading array of UStructs containing Instanced property

UE - Gameplay - Blueprint - Jan 26, 2022

The editor crashes with a failed assertion when opening a blueprint actor that contains a structure with instanced objects. ...

Level Object value is lost when a new level is loaded using the same BP

UE - Gameplay - Blueprint - Dec 2, 2021

First discovered this on Linux in //UE5/Main. In the repro, you play from level 2; if you opened Level 1 and played from there, the same outcome would occur. LogNet: Warning: Travel Failure: [Clien ...