Array references are not recognized in Blueprint

Gameplay - Oct 12, 2020

Link to test project: [Link Removed] In BP_MyPlayerController event graph, “T” is bound to a Blueprint function called “BPSetMyArrayElement0To5”. “BPSetMyArrayElement0To5” calls the C++ function ...

Undo function breaks local variables in Blueprint Function after compiling

Gameplay - Oct 8, 2020

Blueprint functions appear to correctly associate local variables when renaming the function. However when undoing a rename with ctrl-z the local variables appear to lose their association. Redoing ...

Dynamic Delegate for Actor doesn't show up in BP Editor

Gameplay - Sep 21, 2020

The delegates for actor should show up in the Detail tab like components. There should be an "Event" group and list all available delegates, and designers can click on the "+" sign to add event on t ...

Event Dispatcher objects cannot be deleted after the initial graph node is renamed

Gameplay - Sep 14, 2020

Adding an Event Dispatcher to the Level Blueprint and then renaming the initial graph node within that Event Dispatcher prevents deletion from that point forward. Renaming the Event Dispatcher from ...

Creating/Destroying UWorlds rapidly can cause dangling pointers from UAutoDestroySubsystem

Gameplay - Aug 10, 2020

To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...

inherited gameplay tags no longer work

Gameplay - Jul 3, 2020

Added and Removed tags are cleared in inherited gameplay tag containers. This came from the following UDN: https://udn.unrealengine.com/questions/587982/ue-master-tags-in-finheritedtagcontainer-do-n ...

Moving actor to another level breaks soft object reference

Gameplay - Jun 9, 2020

REGRESSION: In 4.24, there was a fixup process that would allow the soft reference to remain valid. This seems to be missing in 4.25 Moving an actor to another sublevel immediately breaks soft ref ...

Static mesh components are invisible when added a trigger actor

Gameplay - May 7, 2020

Static mesh components spawned and added to a trigger actor results in them being invisible. This does not occur if the user uses an actor with a collision component. ...

Loading a blueprint that uses the GetOptions meta data causes an ensure

Gameplay - May 6, 2020

Loading a blueprint that uses the GetOptions meta data causes an ensure ...

UGameplayAbility::ConfirmTaskByInstanceName() has incorrect code comment

Gameplay - Apr 22, 2020

UGameplayAbility::ConfirmTaskByInstanceName() has an incorrect code comment that was copied and pasted from UGameplayAbility::CancelAbility(). The comment for UGameplayAbility::ConfirmTaskByInstance ...