In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...
The filter in UContentBrowserClassDataSource::CompileFilter does not work because the enumerated class objects are FName without path, while the filter item is name with path. [Image Removed] ...
Subsequent packaging attempts when Generate Chunks, Blueprint Nativization, Full Rebuild, and For Distribution are enabled will fail. The error that appears states that the AutomationTool log file i ...
Example: Widget Blueprint classes do not get nativized for WindowsServer configs when 'Load Widgets on Dedicated Server' is false (i.e. NeedsLoadForServer() returns false). As a result, if another c ...
From https://udn.unrealengine.com/questions/444690/redirecting-ustruct-used-as-member-of-userdefineds.html In 4.20 it was changed so soft object ptrs pointing to classes work correclty with +ClassR ...
Licensee reports very long C++ compile times during packaging after nativizing a UMG Blueprint asset containing a very large and heavily-nested widget animation hierarchy. The support thread outlin ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
Error message:Fatal error: [File:G:/UE4/Projekte/4.25/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp] [Line: 2503] Couldn't bind to native struct STRUCT_REINST_MyStruct_0. Headers nee ...
User reporting seeing this error start appearing in 4.25.1 (possibly 4.25.x, unsure if they were previously testing on 4.25.0 or not). It appears 'benign' as the expected data still gets loaded, bu ...
Widgets appear and function fine in regular PIE. This may be a result of recent changes to widgets in Dev-Editor. Will regress upon request. ...