Type promotion should handle UObject subclass custom operator functions

UE - Gameplay - Blueprint Editor - Jun 7, 2022

We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison.  We could also exclude any func ...

External event dispatcher bindings are duplicated along with instances in the level editor.

UE - Gameplay - Blueprint Editor - May 12, 2022

Event dispatchers (i.e. delegate property values) are currently copied to the new instance when users copy/paste/dupe actors. However, this means that if you have an instance whose dispatcher is dy ...

Private functions can be overriden in the "My Blueprint" tab

UE - Gameplay - Blueprint Editor - Apr 29, 2022

Discovered during investigation of [Link Removed]. This is happening because we are not filtering out private parent functions in SMyBlueprint::BuildOverridableFunctionsMenu. With any fix that is ...

Assigning FSoftObjectPath to null entry in Blueprint Trips ensure on Compile/Load

UE - Gameplay - Blueprint Editor - Apr 21, 2022

[Link Removed] Able to set default values for Sequence & Map variables for a Movie Pipeline Executor Job causing an Ensure & Crash. Repro Rate: 4/4 Tested this in //UE4/Release-4.27 @ CL#18319896 ...

"For Each" Node doesn't show up in UMG Graph until an Actor BP is loaded

UE - Gameplay - Blueprint Editor - Apr 18, 2022

[Link Removed] ...

ActorComponent's focus changes unintentionally

UE - Gameplay - Blueprint Editor - Apr 13, 2022

If you do not compile at the inherited actor, the problem does not occur. ...

Type Promotion nodes break connections to other nodes

UE - Gameplay - Blueprint Editor - Apr 7, 2022

Type Promotion nodes should cache pins that have had their type manually converted by the user

UE - Gameplay - Blueprint Editor - Apr 7, 2022

[Link Removed] We should just cache any user-converted pins on the type promotion nodes and make sure to keep those types if they are valid. If they are invalid, then we can orphan them or someth ...

When using HasNativeMake or HasNativeBreak, the displayName of the structure property does not work properly.

UE - Gameplay - Blueprint Editor - Mar 31, 2022

When using HasNativeMake or HasNativeBreak, UK2Node_CallFunction is used instead of K2Node_BreakStruct, but UK2Node_CallFunction does not consider the property DisplayName. Collecting the propertie ...