Description

When a property is created in this way, a local variable with a Private flag is generated.
Since such a variable is generally not desirable, it would be better to remove the Private flag upon pasting.

void SMyBlueprint::OnPasteLocalVariable()
{
...
					FScopedTransaction Transaction(FText::Format(LOCTEXT("PasteLocalVariable", "Paste Local Variable: {0}"), FText::FromName(NewVar.VarName)));

					NewVar.Category = GetPasteCategory();
#if 1 // work around : removing private meta data
					NewVar.RemoveMetaData(FBlueprintMetadata::MD_Private);
#endif
Steps to Reproduce

1. Create and open a Blueprint
2. Create a property in the variable list
3. Set Private flag to the property
4. Copy the property into clipboard
5. Click Construction Script
6. Paste copied property into local variable
7. Put VariableSet node with the local variable
8. Compile the blueprint

Editor

Callstack
UnrealEditor-UnrealEd.dll!FField::GetOwnerChecked<UClass>() Line 686	C++
UnrealEditor-UnrealEd.dll!FBlueprintEditorUtils::IsPropertyWritableInBlueprint(const UBlueprint * Blueprint, const FProperty * Property) Line 8992	C++
UnrealEditor-BlueprintGraph.dll!UK2Node_VariableSet::ValidateNodeDuringCompilation(FCompilerResultsLog & MessageLog) Line 437	C++
UnrealEditor-KismetCompiler.dll!FGraphCompilerContext::ValidateGraphIsWellFormed(UEdGraph * Graph) Line 144	C++
UnrealEditor-KismetCompiler.dll!FKismetCompilerContext::ProcessOneFunctionGraph(UEdGraph * SourceGraph, bool bInternalFunction) Line 4575	C++
UnrealEditor-KismetCompiler.dll!FKismetCompilerContext::CreateFunctionList() Line 4695	C++
UnrealEditor-KismetCompiler.dll!FKismetCompilerContext::CompileClassLayout(EInternalCompilerFlags InternalFlags) Line 4892	C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl(bool bSuppressBroadcastCompiled, TArray<UBlueprint *,TSizedDefaultAllocator<32>> * BlueprintsCompiled, TArray<UBlueprint *,TSizedDefaultAllocator<32>> * BlueprintsCompiledOrSkeletonCompiled, FUObjectSerializeContext * InLoadContext, TMap<UClass *,TMap<UObject *,UObject *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UObject *,UObject *,0>>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UClass *,TMap<UObject *,UObject *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UObject *,UObject *,0>>,0>> * OldToNewTemplates) Line 1450	C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl(const FBPCompileRequest & Request) Line 376	C++
UnrealEditor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint(UBlueprint * BlueprintObj, EBlueprintCompileOptions CompileFlags, FCompilerResultsLog * pResults) Line 777	C++
UnrealEditor-Kismet.dll!FBlueprintEditor::Compile() Line 4193	C++
[Inline Frame] UnrealEditor-Kismet.dll!Invoke(void(FBlueprintEditor::*)()) Line 66	C++
[Inline Frame] UnrealEditor-Kismet.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FBlueprintEditor::*)() &) Line 320	C++
UnrealEditor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 309	C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 635	C++
UnrealEditor-Slate.dll!FUIAction::Execute() Line 139	C++
UnrealEditor-Slate.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,1> InUICommandInfo) Line 117	C++
UnrealEditor-Slate.dll!SToolBarButtonBlock::OnClicked() Line 518	C++
[Inline Frame] UnrealEditor-Slate.dll!Invoke(FReply(SToolBarButtonBlock::*)()) Line 66	C++
[Inline Frame] UnrealEditor-Slate.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SToolBarButtonBlock::*)() &) Line 320	C++
UnrealEditor-Slate.dll!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 292	C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 614	C++
UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 495	C++
UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 419	C++
UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2>::operator()(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 5367	C++
UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,`FSlateApplication::RoutePointerUpEvent'::`8'::<lambda_2>>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 456	C++
UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5353	C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5938	C++
UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5894	C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 3052	C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 3570	C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2725	C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 1716	C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1722	C++
user32.dll!00007ffd227a5801()	Unknown
user32.dll!00007ffd227a334d()	Unknown
[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116	C++
UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145	C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5554	C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 60	C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 187	C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 271	C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 339	C++
[Inline Frame] UnrealEditor.exe!invoke_main() Line 102	C++
UnrealEditor.exe!__scrt_common_main_seh() Line 288	C++
kernel32.dll!00007ffd226edbe7()	Unknown
ntdll.dll!00007ffd22b05a6c()	Unknown

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Fixed
ComponentUE - Framework - Blueprint
Affects Versions5.65.7
Target Fix5.8
Fix Commit46962525
CreatedOct 7, 2025
ResolvedOct 15, 2025
UpdatedOct 16, 2025
View Jira Issue