If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...
Blueprints based on a const class will continue to be BPTYPE_Const after being reparented to a non const class. ...
Actor.h has a large comment that describes the entire lifecycle of Actors, which was written for the API website (https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/index.ht ...
The Editor crashes when merging a change using the Blueprint Merge tool on Linux. ...
[Link Removed] ...
Users requested the ability to move only the function declaration to a base class from blueprints instead all of the nodes inside the function. From the user: "Essentially, 95% of the time wha ...
The Hide Unconnected Pins option in the Get Class Defaults node no longer hides any of the pins. Tested in //UE4/Release-4.25 @ CL 14469661 and this did not occur so marking as a Regression. ...
When SMyBlueprint::OnMoveToParent() gets called the callsites of the function are never updated in dependent blueprints. This results in any UK2Node_CallFunction's not having their `FunctionReferen ...
The Hide Unconnected Pins button is not working correctly for the GetClassDefaults node. It will hide property pins for the parent class, but not the pins for the referenced class. ...
The way in which component (and actor) events are named can result in bindings in a parent for a different event overriding the binding in a parent. ...