Error: FAsyncPackage::LoadImports for <some asset>: Skipping import PaperTileMap /Script/Paper2D.Default__PaperTileMapActor:RenderComponent.PaperTileMap_0, depends on missing native class

Gameplay - Blueprint Compiler - Jun 30, 2020

User reporting seeing this error start appearing in 4.25.1 (possibly 4.25.x, unsure if they were previously testing on 4.25.0 or not). It appears 'benign' as the expected data still gets loaded, bu ...

Native Component bound events do not throw an error when they are removed from a component

Gameplay - Blueprint Compiler - Jun 25, 2020

This is related to the previous issue where if you deleted a component than there would be no errors (UE-88257), but instead of the component itself being deleted, the delegate has.  The error sh ...

Dynamic delegate with parameter named "Self" cannot be bound to in Blueprint

Gameplay - Blueprint Compiler - May 4, 2020

If you have a dynamic delegate with a parameter named "Self", you cannot bind an event to it in Blueprint. ...

Able to name function parameters "self", resulting in odd compile errors in blueprints

Gameplay - Blueprint Compiler - May 4, 2020

Users are able to name function parameters (in BP and in code) "self" resulting in odd compile errors when in blueprints: "This blueprint (self) is not a bool, therefore ' Self ' must have a connec ...

Compiling a grandchild Blueprint via automated test can lead to crash

Gameplay - Blueprint Compiler - Feb 10, 2020

The crash doesn't happen if the blueprints are loaded ahead of the test by opening them, or if you compile all of them in the same test run. ...

Binding to a component event in blueprint and then deleting the component does not cause compiler errors on remaining events

Gameplay - Blueprint Compiler - Feb 7, 2020

Blueprint events associated with a component within a blueprint graph do not cause compilation errors in either a base or child blueprint if the component is then deleted, leaving the event behind w ...

Renaming a Blueprint variable loses override in grandchild Blueprint

Gameplay - Blueprint Compiler - Nov 26, 2019

Renaming a Blueprint variable loses override in grandchild Blueprint. Modifying and saving the BP_Child fixes the issue with BP_Grandchild losing overrides.  ...

TMap entries are removed on Blueprint compile when using struct as key

Gameplay - Blueprint Compiler - Oct 10, 2019

Map entries are removed on Blueprint compile when using struct as key.  ...

A SoftPathObject as an input parameter referenced by a Blueprint Node didn't cook out

Gameplay - Blueprint Compiler - Jul 27, 2019

The input paramter is a type of UEdGraphPin.  The PinType.PinCategory can be softobject or softclass, and the reference path is saved in a paramter named DefaultValue of UEdGraphPin.The DefaultValue ...

Component name conflict when reparenting from a blueprint parent to a native parent causes data loss and component pointer to be null.

Gameplay - Blueprint Compiler - Jun 18, 2019

Reparenting a blueprint from a blueprint to a native class will cause data loss if both parents have a component with the same name. The component ptr will always be null after reparenting. Expected ...