Collapsed blueprint nodes that are copied and pasted into a function graph of a Widget will cause a fatal error when the blueprint compiles, as seen in the callstack, and will provide the message: " ...
The fixup code for repairing Widget bindings in UE5 assumes that a compile occurs first. However, saving the asset does not cause a compilation to occur. When we reload the asset and open it in the ...
Vector addition wildcard does not cast from integer to float (double-precision) when split apart vector pin is utilized. You can also utilize a Vector2D to get the same results. Repro Rate: 3/3 Te ...
Two conditions for this bug to appear:The new actor class we are re-parenting to overwrites the root component in C++The map is not loaded while re-parenting No current workaround other than to rep ...
Assertion fails when a struct is opened with a class reference stored and with the struct as a variable in the class that's referenced. A restart is required in order to see this occur. Repro Rate: ...
This is not a regression. Splitting a Structure input pin from within a Collapsed node results in duplicate inputs that over ride any data passed into the struct pin. ...
Compiling a blueprint component can cause data loss on instances in the level when the component instance overrides its owning Blueprint's property value overrides back to the component archetype's ...
Reported by licensee: [Link Removed] In UE4, we used Multiply_Vector2DFloat as the underlying function for this operation. In UE5, we're relying on promotable operators to the work. However, that o ...
Currently, structs that have a custom make function aren't able to use the "Set members..." node in Blueprints. For vectors and similar structs, this is slightly inconvenient since it requires using ...