"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 ...

Overriding a subobject's class in a native base class can lead to that component being null in derived Blueprints (FObjectInitializer::SetDefaultSubobjectClass)

UE - Gameplay - Blueprint Compiler - Jun 10, 2021

Overriding a subobject's class in a native base class can lead to that component being null in derived Blueprints.  ...

Actor components added natively can be set to null on derived blueprints during blueprint compilation

UE - Gameplay - Blueprint Compiler - May 7, 2021

A native default subobject can be nulled out during compilation of the owning class in derived Blueprints with circular dependencies.  ...

Async Task nodes placed in editor only modules should not issue a warning if the proxy class is set to something in the game module

UE - Gameplay - Blueprint Compiler - Mar 30, 2021

Because the proxy class is set to something within the game module, no warning is placed on the node as the outer package ends up being a valid Runtime module. This should actually be a warning in ...