Component name conflict when reparenting from a blueprint parent to a native parent causes data loss and component pointer to be null.

UE - Gameplay - Blueprint Compiler - Jun 18, 2019

Reparenting a blueprint from a blueprint to a native class will cause data loss if both parents have a component with the same name. The component ptr will always be null after reparenting. Expected ...

Undetected infinite loop on spline creation

UE - Gameplay - Blueprint Compiler - Mar 16, 2019

It is possible to create spline logic that will not be detected by infinite loop detection. Also hangs if executed in Event Graph on Begin Play. If saved but not compiled and placed in Editor Star ...

Interface Message Nodes report an error if multiple inputs are connected to the Target pin.

UE - Gameplay - Blueprint Compiler - Feb 13, 2019

Connecting multiple object pins as inputs to the Target input pin of an interface message node causes an error of the format:failed building connection with 'Replace existing input connections' Thi ...

Nativizing actor does not destroy component with construction script.

UE - Gameplay - Blueprint Compiler - Nov 19, 2018

Running destroy component with construction script placed on level blueprint does not destroy component when it is nativized. It works correctly with PIE and Not Nativize. Also, if the actor that wa ...

Blueprint reinstancing can duplicate delegate bindings from the reinstanced Blueprint Actor to another referenced Actor instance in the current scene.

UE - Gameplay - Blueprint Compiler - Oct 8, 2018

This issue occurs because post-BP compile reinstancing does not clear delegate bindings to other referenced Actor instances in the scene. Thus, the old BP actor instance remains in the referenced Ac ...

BP nativization can generate an invalid path including "__TEMP_BP__"

UE - Gameplay - Blueprint Compiler - Aug 27, 2018

The licensee sent us a BP that can't be nativized correctly on UDN. The nativized BP has wrong paths and causes a crash. ...

Changing variable type of event dispatcher results in permanent warning

UE - Gameplay - Blueprint Compiler - Aug 18, 2018

If you change the type of an event dispatcher variable (why is this a thing?!), then you will permanently have a warning of the form "No delegate property found for NewEventDispatcher_0" that will ...

Crash when calling SetActorLabel in Construction Script

UE - Gameplay - Blueprint Compiler - Jul 31, 2018

Calling SetActorLabel in construction script will cause a crash. Also occurring in Main @ CL 4235929 ...

Behavior Tree corrupts as REINST after PIE when using Blueprint Compilation Manager

UE - Gameplay - Blueprint Compiler - Apr 24, 2018

When Blueprint Compilation Manager is enabled, behavior tree node can get corrupted as REINST.  ...

Crash when removing Blueprint function

UE - Gameplay - Blueprint Compiler - Apr 23, 2018

The Editor crashes whenever the reference to the "DeleteThisFunction" function is deleted. ...