Deprecating a non-const blueprint interface function replaces the implementation of the event with an empty custom event

UE - Gameplay - Blueprint - Oct 19, 2023

This behaviour is only observed when implementing the function as a custom event from a blueprint interface. This behaviour is not observed in actors where the blueprint interface function is implem ...

Compiling Blueprints breaks socketed attachments of actors attached to non-root components

UE - Gameplay - Blueprint - Oct 12, 2023

When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...

UBlueprintEditorLibrary::RemoveUnusedVariables doesn't treat the implicit target of an Event nodes as used

UE - Gameplay - Blueprint - Oct 4, 2023

UBlueprintEditorLibrary::RemoveUnusedVariables removes (object) variables from a blueprint even if that blueprint graph had Event nodes that are bound "inline" to that object variable. For example: ...

Properties not serialized when moving actor/component depending on unrelated specifiers

UE - Gameplay - Blueprint - Sep 25, 2023

When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...

'GetClassDefaults' Can Cause Blueprint To Become Modified When Unrelated Blueprint Is Compiled

UE - Gameplay - Blueprint - Sep 22, 2023

The stems from a really old change (CL 2948683) to fix [Link Removed]. Compiling ObjectA will call RefreshExternalBlueprintDependencyNodes on its dependent BP,  ObjectB_ReferencesA, which reconstru ...

Crash when editing nested Blueprint structures

UE - Gameplay - Blueprint - Sep 22, 2023

See submitter's analysis here: [Link Removed] ...

User Defined Enums don't support the UseEnumValuesAsMaskValuesInEditor meta specifier

UE - Gameplay - Blueprint - Sep 13, 2023

The Make Bitmask node uses the flag index rather than the flag mask value unless the enum has the UseEnumValuesAsMaskValuesInEditor meta specifier. UserDefinedEnums in the editor don't support this ...

Blueprint "Set by ref" (UK2Node_VariableSetRef) does not mark properties dirty for push replication

UE - Gameplay - Blueprint - Sep 7, 2023

When using Push Replication with blueprints, UK2Node_VariableSetRef nodes do not mark a property as dirty and so the variable is not replicated. ...

Gameplay Tags: Consider tag redirects in RequestGameplayTag()

UE - Gameplay - Blueprint - Sep 6, 2023

Users can obtain a FGameplayTag reference by calling FGameplayTag::RequestGameplayTag(TagName) passing in a path like MyCategory.MyGameplayTag. Users can rename INI-defined tags in the editor via t ...

Crash occurs when blueprint breakpoint is placed after a Draw Debug String node

UE - Gameplay - Blueprint - Aug 22, 2023

This is not a regression. Tested in //UE5/Release-5.2 CL 26001984 The editor crashes when playing in editor on a level that has a break point placed on a ticking draw debug string node that is prec ...