When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...
If any SlowTask is canceled by the Editor's user, and later on the "Find in Blueprints" dialog is opened and needs to perform its async indexing task, the Editor crashes on thread FAsyncSearchIndexT ...
Class UBlueprintAsyncActionBase provides methods RegisterWithGameInstance() and SetReadyToDestroy(), which respectively register and unregister the object with the game instance. Derived class UCanc ...
It appears that the preview scene used to render thumbnails is not destroyed after a thumbnail is rendered, even after the blueprint editor is closed and GC is run. Also found in Release-5.4, CL: 31 ...
The editor-scripting blueprint node "Add Data Table Row" fails when the Data Table uses a Row Structure that was defined in blueprint. Internally, it checks if the passed-in UScriptStruct is derived ...
Properties that are deprecated are (incorrectly) not currently being propagated to instances by the duplication logic that we use to instance BP-added components as part of Actor-based BP constructi ...
When using Push Replication with blueprints, UK2Node_VariableSetRef nodes do not mark a property as dirty and so the variable is not replicated. ...
The user is specifically having a problem with TArray<TObjectPtr<>> however I have also reproduced this error using a single TObjectPtr<>, raw uobject pointers & all three previous methods within a ...