Context Find-in-Blueprints can be used to search the current, or all, blueprints. If you enter a simple string, it would return nodes, pins, pin default values and default values for BP Variables ( ...
Quote from the UDN: This is easily fixed with a conditional in bool FBlueprintEditor::ConvertFunctionIfValid(UK2Node_FunctionEntry* FuncEntryNode) which we've done locally, but should probably be ...
The expected behavior is when searching for a gameplay tag value in the blueprint details panel, you will find the matching gameplay tag you are searching for. The actual behavior is when searching ...
When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
When reparenting blueprints and both the old and new parent blueprint contain a subobject but with different values on it, the reparented blueprint doesn't correctly inherit values from the new pare ...
In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...
In some situations, a Blueprint can become devoid of an Event Graph, or be created without one from the start. For example, function "FKismetEditorUtilities::CreateBlueprint()" in UE 5.4 does not ca ...
When an undone operation is done for a UObject property that has a UEdGraph*, the modified UEdGraph nodes are lost. This UObject needs to be created/spawned in an Editor Environment by another Obje ...