Generated from CrashReporter ...
Strong object reference properties of an 'EditInline'-decorated UCLASS type embedded within a native C++ struct definition can be instanced at edit time by the user as part of a variable's default v ...
When the "Is Variable" box is unchecked for a BP-typed child widget, a variable will not be created at Blueprint compile time to reference the child widget in the nativized widget BP class. This bre ...
Child actor component templates, when nativized, end up being owned by the converted Blueprint class object, rather than the child actor component template. Furthermore, we don't regenerate the chil ...
Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized. ...
This does not happen with UE4.22. Maybe related to CL#7462096 and CL#7476283. These are fixes for [Link Removed]. ...
Looks a crash caused by an access violation when trying to export text from the property for the tooltip. Seems to be limited to arrays of user defined structs and the Widget Blueprint editor. ...
A child blueprint won't be marked dirty if it hasn't been loaded and you rename a component on its parent blueprint. This can lead to a situation where the editor can be closed without prompting the ...
The incorrect use of NewObject() to instance nested class-owned subobjects will force StaticAllocateObject() to reconstruct the instance that was already constructed by the outer class ctor in nativ ...
Expected: Changes to GameplayTagQuery properties in a blueprint should propagate to instances that haven't overriden the default value. ...