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