Data Asset Instances created from Blueprints and are not selectable in asset pickers until their parent Blueprint is loaded. They are also not displayed correctly in the Content Browser

UE - Framework - Blueprint - Sep 3, 2024

Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...

"Parent Class:" field missing from actor description when hovering over an actor in the content browser

UE - Gameplay - Blueprint - Oct 30, 2017

"Parent Class:" field missing from actor description when hovering over an actor in the content browser This field was available in 4.16, however it is no longer available in 4.17 (Appears to be a ...

ContentExamples: BlueprintRenderToTarget heightfield painter renders black and has no functionality

UE - Graphics Features - Jan 19, 2017

Observed on all native platforms ...

Crash calling user-function in non-editor

Tools - Apr 27, 2020

Crash occurs when attempting to call native Pre-Construct in the attached project. ...

Circular dependency causes a component to become null when compiling a subclass

UE - Gameplay - Blueprint - Jun 25, 2015

In a project with circular dependencies, components belonging to a native base-class are nulled when a blueprint sub-class is compiled. ...

UGameplayTagsManager::OnLastChanceToAddNativeTags initialization order problem with UGameplayCueManager

UE - Gameplay - Feb 21, 2020

OnLastChanceToAddNativeTags is called after the call to UAbilitySystemGlobals::Get().InitGlobalData(), so native tags fail to make gameplay cue associations.  ...

CheckDefaultSubobjects() appears to not properly validate Blueprint Class instances

UE - Gameplay - Blueprint - May 17, 2016

It looks like maybe CheckDefaultSubobjectsInternal() isn't set up to handle non-native (i.e. Blueprint) class types? As well as AActor::CheckActorComponents() perhaps? ...

Blueprint heatwire effects do not work when touching user macros

UE - Gameplay - Blueprint - Jul 21, 2016

Heatwire effects do not work for execution wires touching user macros. Native macros do not exhibit this behavior. Note: This is with BP Profiler turned off. ...

Loading error for editor only BlueprintNativeEvent functions

UE - Framework - Blueprint Compiler - Sep 26, 2025

The editor-only function in the native parent class is not compiled in the game module, which is why we're getting this error. The Blueprint compiler should follow suit during cooking and not genera ...