Make/Break Struct node breaks for native structs after modifying the structure in a hot reload

Core - Hot Reload - Apr 10, 2017

Changing and compiling a custom struct in C++ will break behavior of Make/Break Struct nodes in blueprints if the blueprint is saved after the compile. Regression: No - blueprint fails to save afte ...

FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() can fail to resolve reinstanced archetypes.

Core - Hot Reload - Mar 8, 2017

From UDN. This is a hotreload bug - even though it uses FBlueprintCompileReinstancer. ...

Hot reload reported as failed in Visual Studio for projects opened in the Editor after having hot reloads performed successfully previously

Core - Hot Reload - Feb 21, 2017

If a project is opened in the Editor after previously having a hot reload performed, any subsequent hot reloads started from Visual Studio will result in the build being reported as failed in Visual ...

Compiling a project while any editor process is open triggers a hot reload

Core - Hot Reload - Jan 20, 2017

If you attempt to compile a project while an editor process is running, even if it is of another project entirely, it will hot reload the project instead of doing a normal compile. This can create i ...

CDO is not properly updated on Hot Reload causing "ghost" code.

Core - Hot Reload - Jan 10, 2017

When a hot reload is preformed, the CDO is not properly cleared. This causes a copy of the class to be generated with both the original and copy triggering calls. Workaround: Preforming an additio ...

[CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::Identical() [propertybaseobject.cpp:60]

Core - Hot Reload - Nov 17, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Access violation - code c0000005 (first/second chance not available) Source C ...

Static code functions cause associated blueprints to not compile after a hot reload

Core - Hot Reload - Oct 14, 2016

If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...

Hot Reload Crash involving variables in USTRUCTs

Core - Hot Reload - Sep 1, 2016

This issue was created for this UDN post: https://udn.unrealengine.com/questions/306933/hotreload-crashbad-behavior-when-addingremoving-pa.html This repro is based off his last repro, cutting it do ...

Hot Reload not updating variables that have their values set in the constructor

Core - Hot Reload - Feb 1, 2016

If a variable's value is being set in the construction script of a class and then that value is edited (the line itself is edited, not another setting of the variable), hot reload will not update th ...

Changing a value inside a struct exposed to blueprints removes struct from blueprints and gives error upon compiling and saving blueprint

Core - Hot Reload - Sep 28, 2015

If a user creates a C++ class that contains a struct and references that struct within a blueprint, making any changes to the struct within C++ header file will prevent the user from saving the blue ...