Structs cause packaging to fail when Blueprint Nativization Method is set to "Inclusive" Note: Appears to be a regression (worked in 4.15.1) Error example: UATHelper: Packaging (Windows (64-bit)) ...
If a user creates a struct and then creates a data table that uses this struct, the user can then no longer add variable to the struct due to the engine crashing ...
The current implementation of AutoCreateRefTerm does not allow for a default value to be automatically created for a TArray contained within a struct that is passed into a function as a parameter. I ...
Update: 4/14/2015 Another report of this error: https://answers.unrealengine.com/questions/206466/blueprint-still-dirty-after-compile.html#answer-211801 =========================================== ...
Split Struct pins cause errors when a project is converted to 4.17. You are still unable to split struct pins even if a new variable is created for the struct. Only adding a new variable to the st ...
Custom events with a struct that has had its pin split will throw an error when adding variables to the blueprint. The Struct appears to throw an error when making changes that are seemingly unrelat ...
A struct containing variables that are a Class Reference and Soft Object Reference to a Blueprint no longer works after the project is closed and re-opened in the Editor. If a variable of the struct ...
ActorActionUtility / AssetActionUtility use SStructureDetailsView to show dialog for editing function's parameter ( FBlutilityMenuExtensions::CreateBlutilityActionsMenu ). But SStructureDetailsVi ...
Currently, the Control Rig Editor allows the user to use the "Instanced Struct" type, for example for a variable or function input/output. However, this type does not seem to be properly supported ( ...
When the Get Class Defaults node contains a struct pin, breaking the struct causes the resulting pin to read "StructName_StructVarName". This causes the blueprint to fail to compile if the pin is u ...