This behaviour is only observed when implementing the function as a custom event from a blueprint interface. This behaviour is not observed in actors where the blueprint interface function is implem ...
When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...
UBlueprintEditorLibrary::RemoveUnusedVariables removes (object) variables from a blueprint even if that blueprint graph had Event nodes that are bound "inline" to that object variable. For example: ...
The stems from a really old change (CL 2948683) to fix [Link Removed]. Compiling ObjectA will call RefreshExternalBlueprintDependencyNodes on its dependent BP, ObjectB_ReferencesA, which reconstru ...
See submitter's analysis here: [Link Removed] ...
Users can obtain a FGameplayTag reference by calling FGameplayTag::RequestGameplayTag(TagName) passing in a path like MyCategory.MyGameplayTag. Users can rename INI-defined tags in the editor via t ...
This is not a regression. Tested in //UE5/Release-5.2 CL 26001984 The editor crashes when playing in editor on a level that has a break point placed on a ticking draw debug string node that is prec ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984 Editor becomes unresponsive after compiling with save on success a widget blueprint that has logic flagged with a breakpoint within ...
Given a TMap where the value type is an instanced object: when a child blueprint is saved with modifications to the TMap, and then additional TMap are added to the parent blueprint and the child blu ...
This indicates that we're incorrectly reconstructing pins when the REINST classes are still around. The root cause is actually due to a cyclic dependency with external actors when using World Parti ...