Pasted variable's default value is not preserved if you compile between undo and redo

UE - Gameplay - Blueprint Editor - Jul 17, 2020

If the user compiles the blueprint between undoing and redoing the pasting of a variable, the variable's default value is not retained. ...

Interfaces implemented and then removed from a parent BP still show a phantom reference from child BPs until they are recompiled and saved

UE - Gameplay - Blueprint Editor - Jul 15, 2020

See repro steps. The phantom references can be fixed by recompiling the child BP and saving it. Note that just loading ChildBP2 does not fix/remove the reference during compile-on-load, so it's a ...

Nodes of inherited function don't refresh automatically in the opened BP editor if implemented interface is altered

UE - Gameplay - Blueprint Editor - Jul 14, 2020

Nodes of inherited function don't refresh automatically in the opened BP editor if implemented interface is changed.Workaround: refresh nodes manually Regression: NO Can be reproduced on the 4.25.1 ...

Blueprint Properties retain meta data through a type change

UE - Gameplay - Blueprint Editor - Jul 13, 2020

Instead of clearing the metadata we should enable editing the metadata for vectors since the details panel supports it already.  ...

Get Class Defaults node will not keep pins visible after compile if connected to a reroute node

UE - Gameplay - Blueprint Editor - Jun 23, 2020

If the Get Class Defaults node is connected to a reroute node, compiling the blueprint will hide all the pins on the node. ...

Naming an enum parameter on a blueprint function "Category" places the function in a category

UE - Gameplay - Blueprint Editor - Jun 17, 2020

If the user gives an enum parameter in a blueprint function the name "Category", this will result in the function being added to a category in the My Blueprint panel. ...

Dragging off a pin in a Blueprint Function Library function does not give the user option to make a Local Variable

UE - Gameplay - Blueprint Editor - Jun 9, 2020

When in a function in a Blueprint Function Library, dragging off a pin will not give the user the option to promote it to a local variable. You only have the option to make a global variable (which ...

Unable to replace variable refs in functions with input parameter variables

UE - Gameplay - Blueprint Editor - May 4, 2020

User is not able to replace a variable reference in a function with an input parameter of the same type. ...

Macro input pin creates incorrect widget if the pin is named "self" and the pin type is AActor

UE - Gameplay - Blueprint Editor - Apr 27, 2020

A macro input pin of type actor and name "self" will display an incorrect widget. The widget gives the impression/ visual cue that the macro is going to resolve the pin to `self`, but it's just a st ...

Creating a new user defined struct with the same name as a native declared struct crashes the editor (e.g., "MyStruct" which already exists for some reason)

UE - Gameplay - Blueprint Editor - Mar 31, 2020

Error message:Fatal error: [File:G:/UE4/Projekte/4.25/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp] [Line: 2503] Couldn't bind to native struct STRUCT_REINST_MyStruct_0. Headers nee ...