New elements are not being initialized properly when setting up the default value for arrays of user-defined structures in nativized Blueprint C++ constructor code. ...
During compile on the fly if the evaluation field is invalidated SubSectionField data will not have been properly serialized and the meta data will not be populated correctly, as the custom serializ ...
Using more than a single break struct node in sequence (despite no break nodes performing calculations) disables fast path. Splitting structs instead does not cause this issue. ...
Filmback settings don't have their default values recorded from the source actor in Take Recorder when recording to spawnables. ...
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) \ ...
This is the copy buffer (it contains multiline strings): ((SectionName_10_AD815C6B40E1AA91C8FB72B006CB648A="TeamScreen_Overview",TipHeader_8_0A891281438C7AD03199038A729ACC18="Heroes",TipBody_9_C20B ...
[Link Removed] was fixed by CL 46990575, successfully avoiding an ensure condition inside FIntervalStructCustomization::SetValue() when its Property Node is no longer valid. However, the same proble ...
FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FR ...
Many useful blueprint utility nodes are buried in the Utility category and are not very discoverable by users. This leads to them choosing other nodes that are much less convenient and efficient. Th ...