Latent Blueprint Functions has incorrect linkage when the FLatentActionInfo is the first argument

UE - Gameplay - Blueprint Compiler - Jul 18, 2022

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 ...

Nesting a Structure in another Structure results in a 'Cannot parse value'

UE - Gameplay - Blueprint Compiler - Jun 28, 2022

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 value to the default value causing "Cannot parse value" error

UE - Gameplay - Blueprint Compiler - May 11, 2022

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 ...

"Assign" node can cause a crash when placed in a graph

UE - Gameplay - Blueprint Compiler - Apr 26, 2022

This may only happen with upgraded projects that went from 4.27 up to 5.0.1 ...

Assign node on floats can cause a crash at runtime

UE - Gameplay - Blueprint Compiler - Apr 25, 2022

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.  ...

Recompiling blueprint breaks Instanced class property inside child actor

UE - Gameplay - Blueprint Compiler - Apr 7, 2022

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 ...

References to recompiled Blueprint CDOs that exist outside of the immediate class hierarchy are not being replaced during compilation.

UE - Gameplay - Blueprint Compiler - Feb 24, 2022

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 ...

Multiple Blueprint compilation passes required to fix up event binding to dispatcher after event rename

UE - Gameplay - Blueprint Compiler - Nov 30, 2021

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 ...

Native default subobjects nulled in child Blueprints on compile

UE - Gameplay - Blueprint Compiler - Oct 25, 2021

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 Blueprint map or set variable's default value can result in an editor crash.

UE - Gameplay - Blueprint Compiler - Sep 27, 2021

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 ...