Creating a duplicate of a Blueprint class that has an AttributeSet seems to be interfering with the creation of the AttributeSet. ...
Description from the user: up to 4.23 properties nativize normally if they are written in C++ with the Instanced specifier. The discerning difference is that that there was no Blueprint Class itsel ...
When trying to copy a setter node for a GameplayTag variable from one eventgraph to another eventgraph the engine crashes. If the blueprint that is copied into has a GameplayTag variable with the sa ...
When changing the name or moving the location of a custom game mode blueprint that is set as the "default game mode" in project settings, the default game mode is reverted back to the prior game mod ...
When an actor spawns another actor using AddChildActorComponent that comes alphabetically before it based on blueprint name it will spawn an extra actor that will persist when the scene is stopped d ...
When a child actor passes a string to it's parent's overloaded constructor using an overridden function that returns a string it won't receive the correct string. I have verified that the correct fu ...
Specific to the Blueprint Construction Script, Local Variables cannot have their value set in the Editor, because the "Default Value" section of the Details tab will never appear. This only affects ...
GameplayAttribute-type function arguments in BP-callable functions(I.E a Blueprint event graph) or nodes have their value reset on BP compilation ...
When assigning an array of actors that implement a specific interface to an array of the specific interface the engine crashes. This doesn't happen if the actor array is put through a for each loop ...
The boolean "bRunPhysicsWithNoController" has an attached note that reads: " * Normally without a Controller, movement will be aborted and velocity and acceleration are zeroed if the character is w ...