See linked UDN for more info. This looks to be because of how OnRep_Timeline handles any changes to the component's FTimeline struct. If the timeline isn't playing, OnRep_Timeline will call SetPlayb ...
When a project is reopened that contains structures, they will be corrupted with a hash code instead of their original values. If the "Break Struct" node is removed it can't be re added as it is not ...
From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...
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 ...