When implementing a USceneComponent in C++, one may want to add one or more internal UObjects to hold some data or perform specific tasks (this is also done by several UE built-in components). These ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
If the Use Localized Graph Editor Nodes and Pins option is disabled, compiling a blueprint will cause the pin names from any split struct pins to disappear. Regression?: Yes This occurs in 4.13.1 ( ...
When initializing struct members from default data at UObject initialization time, we are currently copying struct properties that contain instanced subobjects from the default data. This can potent ...
Properties that are deprecated are (incorrectly) not currently being propagated to instances by the duplication logic that we use to instance BP-added components as part of Actor-based BP constructi ...
A crash can occur in FStructurePropertyNode::GetValuePtrOfInstance when using EditConditionHides with arrays of structs. When deleting an element from the array, ParentBaseAddress will be null. ...
Nested structs do not expand in the details panel whenever opening it in the full Blueprint Editor. Tested in 4.20.3 (CL - 4369336), 4.21.2 (CL - 4753647), 4.22.1 (CL - 6063286), 4.23 (CL - 66842 ...
Calling the NetSerialize() function of FUniqueNetIdRepl from a custom NetSerialize() causes a crash. This only seems to occur when the struct is part of an array RPC parameter. ...
User submitted bug. Editor will crash after changing key or value in Map. ...
Make/Break settings in structs always returning true with booleans. ...