When nodes are collapsed in editor, the execution pins to the nodes do not light up to show their use. ...
Editor crashes when a custom event node is called as a function within a different blueprint in a separate function, then copied and pasted into the event graph of the second blueprint, the executio ...
Acquired a blueprint from a user cannot open it. It crashes project when opening the blueprint "NewPickup" ...
Using Execute Console Command in a custom Game Instance causes Standalone Game to crash. Also occurs in 4.6.1: CL-2386410 and 4.7 Preview: CL-2403078 Crash Report: [Link Removed] Call Stack:UE4Ed ...
When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...
Collapse to Function creates a ReturnNode that cannot be deleted. When creating a new Function, the ReturnNode is not mandated like this, so this seems inconsistent. Included is a screenshot of thi ...
The experimental feature Blueprint Break on Exceptions does not work with Accessed None errors. To test, create an actor variable in a blueprint and use it as an input to a function without having s ...
When a child blueprint is created from a child of another blueprint that has overridden a function of the original parent blueprint, the child of the child will have two copies of the function. ...
Split Struct Pin on a Function output will return a compiler error: Error Pin New Param 1 X named NewParam1_X doesn't match any parameters of function NewFunction_0 Error Pin New Param 1 Z name ...
Timeline tracks can be given the same name as existing execution inputs, which causes some unusual behavior when dragging off the pin. Renaming them will rename the execution pin instead, and compil ...