Blueprint Struct Issues - Data table wiped data

UE - Gameplay - Blueprint Compiler - Aug 19, 2024

The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...

Actor instance FComponentReference to other actor instance gets nulled on other actor recompile

UE - Gameplay - Blueprint Compiler - May 21, 2024

An editable FComponentReference property on an actor instance can be used to reference another actor's component in the scene. In 4.27 and earlier versions these references were retained when the ot ...

DeterminesOutputType and AutoCreateRefTerm are not compatible

UE - Gameplay - Blueprint Compiler - Jan 19, 2024

The issue is due to the UK2Node_PureAssignmentStatement node that's created during node expansion when AutoCreateRefTerm is used on the target function. In the attached DOTBug image, you can see tha ...

Blueprints from UE4 with dangling delegate reroute node crashes on UE5 load

UE - Gameplay - Blueprint Compiler - Dec 22, 2023

If a project from UE 4.27 or earlier has a blueprint with a reroute node dangling (no outgoing connection) from a Custom Event Node's delegate pin (red), this blueprint will crash when loaded in UE ...

Selecting an asset directly in a blueprint method parameter asset selector fails when the parameter type is an interface.

UE - Gameplay - Blueprint Compiler - Oct 20, 2023

Ensure message: Ensure condition failed: false [KismetCompilerVMBackend.cpp][Line: 1076] It is not possible to express this interface property as a literal value! (InterfaceProperty /Script/BugRepr ...

FKismetCompilerUtilities::ValidateProperEndExecutionPath() was unintentionally removed from compile-time graph validation

UE - Gameplay - Blueprint Compiler - Oct 16, 2023

We no longer include a note/warning when an expected execution path will not be taken in a function graph due to the presence of a return node. This was inadvertently removed by the change that intr ...

The Blueprint compiler is not consistent with UHT when generating DefaultToInstanced variables

UE - Gameplay - Blueprint Compiler - Sep 7, 2023

UnrealHeaderTool and the Blueprint compiler generate inconsistent metadata for object reference variables whose underlying class type includes 'DefaultToInstanced' metadata. UnrealHeaderTool-genera ...

AddComponent node doesn't work correctly with macro libraries

UE - Gameplay - Blueprint Compiler - Apr 25, 2023

This is a unique problem with macro libraries and the AddComponent node. It would appear that the issue has to do with the MakeNewComponentTemplateName function that we use when we create these func ...

Math expression nodes should use CommutativeAssociativeBinaryOperator when applicable

UE - Gameplay - Blueprint Compiler - Mar 27, 2023

Read-only nodes used in math expression should use CommutativeAssociativeBinaryOperator when appropriate. Even though these nodes can't be modified, there is the occasional need to copy these nodes ...