Property Redirectors do not update the DisplayName of delegate nodes

Gameplay - Blueprint - Mar 19, 2020

This is happening because the property  FText DelegatePropertyDisplayName; on UK2Node_ComponentBoundEvent is serialized, so it does not get properly updated.  ...

Template Mismatch during attachment ensure on Blueprinted scene components

Gameplay - Blueprint - Mar 6, 2020

Ensure hit when adding a Blueprinted scene component that derives from a native component that has its own subcomponent. This does not occur when adding the native component, only when adding the bl ...

Collision does not work in packaged game regardless of native settings

Gameplay - Blueprint - Mar 3, 2020

Collision stops working for packaged games regardless of the nativize blueprint settings.  Duplicate; refer to UE-44333 for original issue. Test Project: [Link Removed] ...

Deleting struct in Windows Explorer leaves dirty traces in BPs.

Gameplay - Blueprint - Mar 3, 2020

UND: https://udn.unrealengine.com/questions/559972/invalid-map-in-blueprint-unable-to-be-deleted-urge.html If you delete a struct in Windows Explorer manually, then open a project/BP, it will ask t ...

Native struct types that declare one or more non-UPROPERTY fields are not initialized with the default value from a modified Blueprint CDO.

Gameplay - Blueprint - Feb 12, 2020

Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...

Atan2() missing from Math Expression node

Gameplay - Blueprint - Feb 11, 2020

Using the math expression Atan2(y,x) inside of a math expression node results in an error.  Tested in:  4.23.1 CL#9631420 ,  4.25 CL#11341939 ...

Blueprint Variables can become re-linked to default values.

Gameplay - Blueprint - Feb 10, 2020

Editor resets Per instance values if the parent was set to matching one ...

User-instanced subobjects owned by a streaming sublevel's Blueprint CDO cannot be garbage collected with the owning world after the sublevel has been reloaded in the editor.

Gameplay - Blueprint - Feb 5, 2020

Strong object reference properties of an 'EditInline'-decorated UCLASS type embedded within a native C++ struct definition can be instanced at edit time by the user as part of a variable's default v ...

BP - Nativizing a UMG widget hierarchy in which a child widget of another widget BP type has the "Is Variable" box unchecked will result in a crash at runtime.

Gameplay - Blueprint - Jan 28, 2020

When the "Is Variable" box is unchecked for a BP-typed child widget, a variable will not be created at Blueprint compile time to reference the child widget in the nativized widget BP class. This bre ...