After adding a member to a user-defined struct type and changing the member type to a user-defined enumeration, repeated edits to that enumeration will eventually cause the editor to become increasi ...
Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...
See UDN(308147): [Link Removed] ...
When adding the Add Component By Class node, choosing a class that has a Relative Transform pin, changing the transform, and deleting the node the editor crashes. I tested this with the Skeletal Mes ...
This issue seems to occur if and only if viewing the value in the details panel. Following the above repro steps without looking at the value in the details panel, and then clicking the asset to ins ...
In C++, a replicated property's RepNotify function can include a parameter that represents the property's value before the new replicated value was applied. In blueprints, RepNotify functions are no ...
When creating Soft Object Variables of Actor or Character blueprints, the default value of the variable is greyed out and unable to be changed. I was able to create a Soft Object Reference of the Th ...
When a blueprint interface asset is duplicated in the Content browser, UEdGraph::GraphGuid will not be regenerated so the two graphs will end up sharing the same GUID. This causes problems for any ...
Bulk compiling more than one Blueprint class asset without incurring a garbage collection pass in between each compile can result in a crash during reference replacement, as serialization may end up ...
As the attached image shows, there is no problem in 4.25.4, and the process is noticeably slower in 4.26.1. Also, there is no problem in Standalone. The problem occurs only in PIE. ...