This may only happen with upgraded projects that went from 4.27 up to 5.0.1 ...
This is from a UDN and I was not able to reproduce it locally in Release-5.0 or Ue5/Main, creating this issue for tracking. ...
When a blueprint class that contains an instanced property is used as the class for a child actor template, recompiling that class results in a disconnect between the instanced subobject in the blue ...
Currently, the Blueprint compiler will only update references to a reinstanced CDO/archetype object if it falls within the immediate hierarchy of the Blueprint class type OR if it's a component temp ...
Renaming a custom event bound to an event dispatcher via a Create Event node requires two compilation passes to fix up the binding. upd. Regression was checked on //UE4/Release-4.26 CL 15973114, i ...
From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...
Deleting the first instanced subobject entry from a default value for a map or set variable can result in accessing an incorrect subobject for the element's value during reinstancing, which can then ...
A native default subobject can be nulled out during compilation of the owning class in derived Blueprints with circular dependencies. ...
Because the proxy class is set to something within the game module, no warning is placed on the node as the outer package ends up being a valid Runtime module. This should actually be a warning in ...
When compiling on load in -game, a blueprint class that inherits from a native class that is marked within and the class that it is within is abstract, a crash will occur when FBlueprintCompilationM ...