Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...
REGRESSION: Does not occur in 4.24 Packaging a blueprint only project with Nativization enabled results in a failure during the Staging phase. A message appears reading the following:Missing UE4Ga ...
Switch on String does not respect the Is Case Sensitive flag and will generate a compile error when there are two pins with the same name but different cases ...
Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...
The editor will crash during shutdown if Blueprints are actively being indexed in the background. ...
User comment: "Crash at compile array blueprint" Error MessageAssertion failed: Tag.Size == Loaded [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp] [L ...
If a parent blueprint has data that is used by asset registry tags such as the AssetBundleData, any child blueprints that derive from it will use that in their exported tags. If the parent blueprint ...
REGRESSION Does not occur in 4.24 Blueprints that call Array_Identical results in a failure during nativization:F:/Projects/Release/TestNativizeArray/Intermediate/Plugins/NativizedAssets/Windows/Ga ...
In the sample project we have a Widget Blueprint asset (SomeWidget) that implements a native interface (PrintSomethingInterface.h). However, in the DefaultEditor.ini file, we've also excluded all Wi ...
If a base class function returns its own class as a literal value, the nativization process will emit the literal term as "GetClass()" rather than as the actual value (e.g. UBPBase::StaticClass()). ...