It looks like this is some fallout from CL 19405683. If we change a variable from vector to transform, it'll pass this check:if(Tag.StructName == NAME_Transform) { Struct->SerializeTaggedProp ...
Mousing over an array input inside a Blueprint function can lead to a crash. For this to occur, the first parameter of the function must be a User Defined Struct. ...
Right clicking on a struct node inside a blueprint and selecting the "Find References" option will cause the editor to crash Crash Reporter: [Link Removed] ...
Setting the avoidance group using the Set Avoidance Group node does not set the value of the group selected to true inside of the Avoidance Group struct. ...
BlueprintReadWrite erros when using Make and Break Bone Driven Controller nodes EDIT [[Link Removed]] (see comments): I think the solution should to only offer the make/break nodes for non-"Bluepr ...
From https://udn.unrealengine.com/questions/431271/tpropertyvalueiterator-skips-tmap-values-when-keyt.html The property value iterator has logic where it tries to iterate over all properties in a s ...
A pasted collapsed graph node will have an additional pin, with the value set to a struct type. This seems to only occur with maps where the value was originally set to a type with multiple values ...
Split Pins on a referenced Macro Library will crash the editor on restart 2 callstacks include, one for 4.10.4 and one for 4.11 Preview 6 User Description: I got some macros in my Object Macro Li ...
A user adds 3 .h files though Visual studio where the first contains a struct, the 2nd includes the 1st, the 3rd includes the 2nd and tries to make a variable of the struct declared in the 1st. The ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...