Right now, any UINTERFACE that is not marked as CannotImplementInterfaceInBlueprint is shown as implementable in blueprint. If these functions have BlueprintCallable functions or related things then ...
Crash occurs when the user renames a nested struct member variable while there's a struct pin split in a blueprint. ...
Gameplay Tag Query default properties don't automatically update in instances. ...
Map and set container value overrides will be lost in a cooked build for any Blueprint component that's dynamically instanced in a cooked build if the owning Actor class enables the optimized compon ...
This issue seems to stem from the incorrect constructor being called for TScriptInterface, so the correct Interface pointer does not get called. If you explicitly connect a reference to "Self" to ...
After editing any struct variable in use such as adding, removing, or editing, and then compiling afterward the engine crashes. Sometimes it crashes after a few seconds. ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
DataTables exported to JSON in editor (UDataTable::WriteTableAsJSON, accessible by right clicking a data table and picking export to json) that contain variables with spaces or other outlawed charac ...
Because of the way blueprints are implemented, the "Blueprint Class" asset actually points to the editor-only UBlueprint object. Because of this, all blueprint classes will show up as options for ge ...
Certain characters within blueprint variables names will cause data loss when duplicating an actor instance. For example if a variable name contains '(', '{', or '[' it doesn't retain the variable's ...