A Blueprint containing an array Swap node will fail to be nativized.

UE - Gameplay - Blueprint - Jul 17, 2020

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 ...

Packaging a blueprint only project with Nativization fails

UE - Gameplay - Blueprint - Jun 18, 2020

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 Case Sensitive flag

UE - Gameplay - Blueprint - Jun 2, 2020

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 ...

Cannot compile a nativized Blueprint with a function that takes an interface as an input parameter and uses it inside the function (e.g. dynamic cast to object).

UE - Gameplay - Blueprint - May 27, 2020

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 ...

Editor will crash during shutdown while a global Find-in-Blueprint tab is open and indexing is active.

UE - Gameplay - Blueprint - May 22, 2020

The editor will crash during shutdown if Blueprints are actively being indexed in the background. ...

[CrashReport] UE4Editor-CoreUObject!UStruct::SerializeVersionedTaggedProperties(FStructuredArchiveSlot,unsigned char *,UStruct *,unsigned char *,UObject const *) [Class.cpp:1478]

UE - Gameplay - Blueprint - May 22, 2020

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 ...

Children of blueprints resaved by reference fixups can have invalid asset registry tags

UE - Gameplay - Blueprint - May 18, 2020

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 ...

Calling Array_Identical in a blueprint results in a compile failure with nativization

UE - Gameplay - Blueprint - May 13, 2020

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 ...

Calling a native interface function implemented by a non-nativized Blueprint asset from a nativized Blueprint asset will silently fail at runtime.

UE - Gameplay - Blueprint - Apr 29, 2020

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 ...

Returning the base class type by literal value in a base class function will return a different value in a child class when it's nativized.

UE - Gameplay - Blueprint - Apr 27, 2020

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()). ...