At a licensee, I discovered a problem where Blueprint-created array and map properties are not correctly propagating the ContainsInstancedReferenced property flag. This means that if you create a Map or Array containing references to DefaultToInstanced classes like UWidget or UActorComponent, those references may not get get correctly set to the instanced widget/component when an actor or widget is instanced into a running world. The instancing seems to work correctly in some cases without those flags, but it definitely fails when spawning widgets in Cooked builds as they use a slightly different instancing path than in Editor builds.
The fix is to correctly propagate the ContainsInstancedReference flag for BP-created properties, the way it was already working for native properties
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-74204 in the post.
| 1 |
| Component | UE - Gameplay - Blueprint |
|---|---|
| Affects Versions | 4.19, 4.22 |
| Target Fix | 4.23 |
| Created | May 6, 2019 |
|---|---|
| Resolved | May 6, 2019 |
| Updated | Jun 4, 2019 |