Edits to TriggerBox ChildActor are only reflected in Viewport on first edit

Gameplay - Blueprint - Dec 6, 2018

Edits to TriggerBox 'Shape' parameters (in a ChildActor component) only update in Blueprint Viewport once, to view subsequent updates one must re-open Blueprint. Confirmed in 4.22 MAIN - 4631879 ...

"Convert to Blueprint" removes ability to edit component properties

Gameplay - Blueprint - Dec 4, 2018

As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...

Set node for a key variable returns "(" instead of "None" when set to none (if not previously set to anything)

Gameplay - Blueprint - Dec 3, 2018

When setting a key variable to none (without setting it to anything else first) the variable will return "(" instead of none ...

Setting the Comment Text on a comment box creates two Rename Node transactions in the Undo History

Gameplay - Blueprint - Nov 27, 2018

Setting the text on a comment box creates two Rename Node transactions in the Undo History This issue occurs when setting the comment text of a comment in any graph (blueprint, material, control ri ...

Yaw input is not always applied as expected depending on whether the yaw input function is called in the Player Controller Blueprint vs in the Character Blueprint

Gameplay - Blueprint - Nov 20, 2018

In the attached project, the controller Blueprint is set to apply rotation based on a pair of bool values indicating whether the A (Rotate Left) or D (Rotate Right) keys are pressed. The controller ...

Adding a Pass By-Reference input parameter to an event dispatcher is allowed, but causes a warning when called.

Gameplay - Blueprint - Nov 19, 2018

You can add a pass-by-reference input variable to an Event Dispatcher, but it will will result in compile warnings, and changes to that input will not affect the value of the variable in the caller. ...

Crash when copy and paste a Child Actor Component in blueprint.

Gameplay - Blueprint - Nov 14, 2018

A crash occurs when copy and paste the ChildActorComponent, only if the template actor has a DefaultSubObject. There is no crash in the case of using Actor (eg. AActor) without a DefaultSubObject as ...

Game projects that rely on legacy include paths are not compatible with Blueprint nativization.

Gameplay - Blueprint - Nov 10, 2018

Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...

Blueprint Structure breaks when the Editor is closed and re-opened if the struct contains variables that are a Class Reference and a Soft Object Reference to a Blueprint

Gameplay - Blueprint - Nov 8, 2018

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 ...

A crash in editor will result after swapping inherited SCS component names at the parent class level before loading a child class that overrides them.

Gameplay - Blueprint - Oct 26, 2018

This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...