Use attached project to skip c++ steps. Follow from step 6. Update: It appears that the same symptoms occur if you simply change the name of an existing subobject, without changing the property/f ...
FPropertyBase constructor does not handle a TMap/TSet property. Following workaround can avoid this error. explicit FPropertyBase(FProperty* Property) : PropertyExportFlags(PROPEXPORT_Public) ...
The UHT boilerplate code that's generated from a converted Blueprint class header file generated from a Blueprint class containing one or more function names with non-ASCII characters will fail to c ...
Looks like maybe the PropertyView stuff doesn't like it when the subobject name matches the parent's object property name? In this case the CDO is the object that will be selected to the PropertyVie ...
Changing and compiling a custom struct in C++ will break behavior of Make/Break Struct nodes in blueprints if the blueprint is saved after the compile. Regression: No - blueprint fails to save afte ...
[Image Removed] When the BP editor is opened, hot-reload compile will wrongly serialize a HORRELOAD_XXX object into the BP class and package which can not be found when Editor is opened again after ...
Followings are nodes in the repro project. [Image Removed] Here's a generated code of the BPvoid ANewBlueprint_C__pf1010915279::bpf__NewFunction_0__pf() { uint8 bpfv__CallFunc_GetInt_NewParam ...
Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...
I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...