Overriding a subobject's class in a native base class can lead to that component being null in derived Blueprints. ...
A native default subobject can be nulled out during compilation of the owning class in derived Blueprints with circular dependencies. ...
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 ...
When compiling on load in -game, a blueprint class that inherits from a native class that is marked within and the class that it is within is abstract, a crash will occur when FBlueprintCompilationM ...
In FBlueprintEditor::ReparentBlueprint_NewParentChosen FBlueprintEditorUtils::MarkBlueprintAsModified is called before calling Compile. As a result SCS nodes, including ICH nodes, are created for th ...
The crash can be reproduced on the 4.26P7 or the Release4.26 stream. Following the repro steps will result in hitting the following assert: Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLo ...
When creating a class (of any kind i.e. an actor), when a collapsed graph is compiled the ref breaks when adding or renaming the graph. ...
If the user creates an array parameter on a custom event node by connecting a pin to it, a persistent node will appear on the node that cannot be cleared. This only occurs if the param is created b ...
FPropertyBase constructor does not handle a TMap/TSet property. Following workaround can avoid this error. explicit FPropertyBase(FProperty* Property) : PropertyExportFlags(PROPEXPORT_Public) ...
Workaround:The blueprint macro had a cast from the enum to an int and that was causing the issue, getting rid of the cast and just returning the enum and then changing all the places that were usin ...