The UHT boilerplate code that's generated from a converted Blueprint class header file generated from a Blueprint class containing one or more function names with non-ASCII characters will fail to c ...
Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...
Right now, any UINTERFACE that is not marked as CannotImplementInterfaceInBlueprint is shown as implementable in blueprint. If these functions have BlueprintCallable functions or related things then ...
Crash occurs when the user renames a nested struct member variable while there's a struct pin split in a blueprint. ...
Gameplay Tag Query default properties don't automatically update in instances. ...
Map and set container value overrides will be lost in a cooked build for any Blueprint component that's dynamically instanced in a cooked build if the owning Actor class enables the optimized compon ...
This issue seems to stem from the incorrect constructor being called for TScriptInterface, so the correct Interface pointer does not get called. If you explicitly connect a reference to "Self" to ...
After editing any struct variable in use such as adding, removing, or editing, and then compiling afterward the engine crashes. Sometimes it crashes after a few seconds. ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
DataTables exported to JSON in editor (UDataTable::WriteTableAsJSON, accessible by right clicking a data table and picking export to json) that contain variables with spaces or other outlawed charac ...