The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...
I was not able to reproduce this issue with the user given repro steps, however the crash has occurred for multiple users according to Crash Reporter, so it is worth investigating more into ...
### The following test(s) failed: ##### BasicCableComponentMaterials: Project.Functional Tests./Game/Tests/Actor/CableActor.BasicCableComponentMaterials * LogAutomationController: Error: S ...
Bulk compiling more than one Blueprint class asset without incurring a garbage collection pass in between each compile can result in a crash during reference replacement, as serialization may end up ...
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 ...
In FBlueprintEditor::ReparentBlueprint_NewParentChosen FBlueprintEditorUtils::MarkBlueprintAsModified is called before calling Compile. As a result SCS nodes, including ICH nodes, are created for th ...
Certain blueprint nodes are noticeably wider than they were in 4.25, and seem to get excessively wide if the user fills in literal pins on them. This was noticed with the Array Add nodes, but may a ...