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