The Bind Event node created from a blueprint dispatcher is different from the one created from the context menu

UE - Gameplay - Blueprint - Sep 10, 2019

Adding a Bind Event node in different ways can create nodes with identical names (Bind Event to <Dispatcher>), but under the hood they are actually different nodes. Easiest evidence is that they ha ...

Max loop iteration threshold not being reached before infinite loop is triggered

UE - Gameplay - Blueprint - Aug 29, 2019

Infinite loop is called when the loop is implemented by only one, one time. When the set up should not flag anything until iteration 1,000,000. [Link Removed] [Link Removed] ...

Error during packaging if nativizing a blueprint that contains a TMap with a UserDefinedEnum as a key

UE - Gameplay - Blueprint - Jun 17, 2019

Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...

Non-public BlueprintCallable function calls do not compile in a nativized Blueprint.

UE - Gameplay - Blueprint - Jun 17, 2019

A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...

Can't reference function parameters in interface functions

UE - Gameplay - Blueprint - Jun 5, 2019

"If a blueprint implements an interface function that returns a value, it is not possible to reference function parameters by right clicking and searching for them. In regular functions, if a functi ...

Category drop down for actor components appears inconsistent

UE - Gameplay - Blueprint - May 29, 2019

When creating an actor blueprint the default scene root's category setting provides the option to change its category and provides multiple options. However, if a new component it added, the drop do ...

Renaming a Collapsed node containing a function with the same name will rename both the function and the collapsed node

UE - Gameplay - Blueprint - May 22, 2019

If a collapsed node graph shares the name of a function that resides in the node graph, it will be renamed along with the collapsed node graph if the Collapsed node graph is renamed. ...

Arrays of Soft Object local variables are not captured for reference graph

UE - Gameplay - Blueprint - May 20, 2019

This bug comes from https://udn.unrealengine.com/questions/492861/view.html and is a very similar problem to [Link Removed] The issue is that the code that harvests soft object references stored in ...

Text local variables and function parameters do not store package scope properly

UE - Gameplay - Blueprint - May 14, 2019

FText variables are saved with a Package Namespace stored inside them, that keeps track of the package they were created for. This allows the translation key to stay consistent over time. Blueprint- ...

Crash: Nativized AnimBP instances can assert on load in a cooked build with async loading enabled.

UE - Gameplay - Blueprint - May 9, 2019

This is a regression that was introduced alongside a memory optimization for Animation Blueprint assets. Suggested workarounds:Disable "Async Loading Thread Enabled" ORDisable Blueprint nativizati ...