When you create a latent function in C++ with the FLatentActionInfo first it will incorrectly set up the linkage for the latent info such that it gets linked to the incoming execution pin of the fun ...
This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Nesting a Structure in another Structure results in a 'Cannot parse value' until the data value is updated. If the second structure is ...
Changing a variable type inside of a Structure does not always reset it's default value causing "Cannot parse value" error. Upon changing the default value or adding another, different variable type ...
This may only happen with upgraded projects that went from 4.27 up to 5.0.1 ...
This is from a UDN and I was not able to reproduce it locally in Release-5.0 or Ue5/Main, creating this issue for tracking. ...
When a blueprint class that contains an instanced property is used as the class for a child actor template, recompiling that class results in a disconnect between the instanced subobject in the blue ...
Currently, the Blueprint compiler will only update references to a reinstanced CDO/archetype object if it falls within the immediate hierarchy of the Blueprint class type OR if it's a component temp ...
Renaming a custom event bound to an event dispatcher via a Create Event node requires two compilation passes to fix up the binding. upd. Regression was checked on //UE4/Release-4.26 CL 15973114, i ...
From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...
Deleting the first instanced subobject entry from a default value for a map or set variable can result in accessing an incorrect subobject for the element's value during reinstancing, which can then ...