When making a change to a struct that is used in a blueprint some assets do not appear to save changes. Additional notes: Using the Reload option (Right click struct > Assets actions > Reload) app ...
When you go to rename a struct variable, there are no warnings that indicate that you cannot use special characters, but they are immediately deleted if you try to use them in the variable name. F ...
When editing a behavior tree blueprint, if one of the custom nodes created and placed in the behavior tree has an "Editable" variable of a user defined struct type, then the variable's value appears ...
When the Project Nativization method is set to Exclusive, packaging the project will cause any struct blueprint (UUserDefinedStruct asset) to be nativized, without actually setting nativization on t ...
When a datatable is based off a struct with a timecode variable it will crash when opening. Found in 4.24.3 CL#11590370 Reproduced in 4.23.1 CL#9631420, 4.25 Preview 4 CL#12366721, 4.26 CL#12123513 ...
Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...
There is a crash occurring with a packaged game that has a Struct containing an Enum inside of it, as well as having the nativization on, the issue does not occur if Nativization is turned off. The ...
Adding Elements to multiple Struct Arrays of variable 'Slate Brush' is unreliable. ...
The evaluate chooser node generates input pin names based on the parameter class / struct names. When that class or struct's name is changed, the pin doesn't update to account for that and so we si ...
BP Struct's 'Bool variable' will reset back to it's default value on compile. ...