Crash compiling a blueprint after changing a TMap value from Vector to Vector4

Gameplay - Blueprint - Jun 29, 2020

REGRESSION: Issue does not occur in 4.24 Crash occurs when the user changes a blueprint TMap value from Vector to Vector4 and then compiles the blueprint. This seems to only occur with TMaps, as ...

Packaging a blueprint only project with Nativization fails

Gameplay - Blueprint - Jun 18, 2020

REGRESSION: Does not occur in 4.24 Packaging a blueprint only project with Nativization enabled results in a failure during the Staging phase. A message appears reading the following:Missing UE4Ga ...

Custom Time Dilation has no effect on Player Camera Manager

Gameplay - Blueprint - Jun 10, 2020

It seems like setting Custom Time Dilation on the Player Camera Manager does not affect the amount of time it takes to blend between cameras with Set View Target With Blend. ...

Switch on String does not respect Case Sensitive flag

Gameplay - Blueprint - Jun 2, 2020

Switch on String does not respect the Is Case Sensitive flag and will generate a compile error when there are two pins with the same name but different cases ...

Cannot compile a nativized Blueprint with a function that takes an interface as an input parameter and uses it inside the function (e.g. dynamic cast to object).

Gameplay - Blueprint - May 27, 2020

Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...

Editor will crash during shutdown while a global Find-in-Blueprint tab is open and indexing is active.

Gameplay - Blueprint - May 22, 2020

The editor will crash during shutdown if Blueprints are actively being indexed in the background. ...

Children of blueprints resaved by reference fixups can have invalid asset registry tags

Gameplay - Blueprint - May 18, 2020

If a parent blueprint has data that is used by asset registry tags such as the AssetBundleData, any child blueprints that derive from it will use that in their exported tags. If the parent blueprint ...

Calling Array_Identical in a blueprint results in a compile failure with nativization

Gameplay - Blueprint - May 13, 2020

REGRESSION Does not occur in 4.24 Blueprints that call Array_Identical results in a failure during nativization:F:/Projects/Release/TestNativizeArray/Intermediate/Plugins/NativizedAssets/Windows/Ga ...

Calling a native interface function implemented by a non-nativized Blueprint asset from a nativized Blueprint asset will silently fail at runtime.

Gameplay - Blueprint - Apr 29, 2020

In the sample project we have a Widget Blueprint asset (SomeWidget) that implements a native interface (PrintSomethingInterface.h). However, in the DefaultEditor.ini file, we've also excluded all Wi ...

Returning the base class type by literal value in a base class function will return a different value in a child class when it's nativized.

Gameplay - Blueprint - Apr 27, 2020

If a base class function returns its own class as a literal value, the nativization process will emit the literal term as "GetClass()" rather than as the actual value (e.g. UBPBase::StaticClass()). ...