Blueprint component lost when reparenting native base class and component name collides

UE - Gameplay - Blueprint Compiler - Feb 26, 2018

Use attached project to skip c++ steps. Follow from step 6. Update: It appears that the same symptoms occur if you simply change the name of an existing subobject, without changing the property/f ...

The FNetNameMapping::GetUniqueName function appends numerical values to the end of the previous name instead of replacing the previous name's numerical value

UE - Gameplay - Blueprint Compiler - Feb 23, 2018

The GetUniqueName() function attempts to make sure that all node names are unique. For nodes that are used a large number of times, it adds a numerical value to the end of the name. Prior to 4.18, t ...

Blueprints not marked dirty when variables in referenced actors are renamed

UE - Gameplay - Blueprint Compiler - Feb 20, 2018

Blueprints using renamed variable do not indicate that they need to be recompiled. (However errors are shown on play) It is possible to not see an error if you add a variable with the same name as ...

Blueprint with large amount of macros crashes on compile

UE - Gameplay - Blueprint Compiler - Jan 30, 2018

Blueprint compile is crashing in a BP with a large number of macros ...

DefaultEngine.ini Configurable Variable change ignored in Standalone (may be a compilation manager issue)

UE - Gameplay - Blueprint Compiler - Jan 29, 2018

If you change a configurable variable's default value in DefaultEngine.ini, the change will be ignored in Standslone mode until you compile and save the variable's blueprint. This causes inconsiste ...

Ensure condition failed / Crash on BP Compile after adding variable

UE - Gameplay - Blueprint Compiler - Jan 26, 2018

Crash when compiling BP (containing user defined struct + object reference) after adding variable. ...

Blueprint nativization does not properly convert references to other Blueprint class types marked NotForServer/NotForClient during export tagging.

UE - Gameplay - Blueprint Compiler - Jan 24, 2018

Example: Widget Blueprint classes do not get nativized for WindowsServer configs when 'Load Widgets on Dedicated Server' is false (i.e. NeedsLoadForServer() returns false). As a result, if another c ...

Impossible to reparent blueprint class that has a broken parent class when using compilation manager

UE - Gameplay - Blueprint Compiler - Dec 8, 2017

Alternatively use BP_ParentClassIsMissingType in QAGame ...

Reference to child actor is invalid when compiling the parent blueprint

UE - Gameplay - Blueprint Compiler - Nov 6, 2017

Reference to child actor is invalid when compiling the parent blueprint. In this example, when compiling blueprint 'A' the print string result will say that "Child Actor ref is INVALID". However, if ...

Crash upon adding an Interface to a Blueprint that has a function name that matches the name of a variable in the Blueprint.

UE - Gameplay - Blueprint Compiler - Oct 13, 2017

When you add an Interface to a Blueprint that contains a variable with the same name as one of the Interface's functions, the editor will crash upon compiling the blueprint. In 4.16, this only cause ...