Creating BlueprintActor from EmptyActor produces an Actor with multiple DefaultSceneRoots

Gameplay - Blueprint - Jan 24, 2020

This does not happen with UE4.22. Maybe related to CL#7462096 and CL#7476283. These are fixes for UE-74598. ...

Renaming a component in a parent blueprint can lead to data loss in its unloaded child blueprint.

Gameplay - Blueprint - Jan 20, 2020

A child blueprint won't be marked dirty if it hasn't been loaded and you rename a component on its parent blueprint. This can lead to a situation where the editor can be closed without prompting the ...

Nativized UMG widgets with animation tracks can sometimes assert with async loading enabled.

Gameplay - Blueprint - Jan 18, 2020

The incorrect use of NewObject() to instance nested class-owned subobjects will force StaticAllocateObject() to reconstruct the instance that was already constructed by the outer class ctor in nativ ...

GameplayTagQuery default property changes not propagated to instances

Gameplay - Blueprint - Jan 9, 2020

Expected: Changes to GameplayTagQuery properties in a blueprint should propagate to instances that haven't overriden the default value. ...

Hotreload on c++ native actor component class will cause BP edit malfunctioned

Gameplay - Blueprint - Jan 9, 2020

[Image Removed] When the BP editor is opened, hot-reload compile will wrongly serialize a HORRELOAD_XXX object into the BP class and package which can not be found when Editor is opened again after ...

New 'UncookedOnly' modules can incorrectly be included as a build dependency after nativization of a Blueprint asset

Gameplay - Blueprint - Dec 20, 2019

The new 'UncookedOnly' module type that was added in 4.24 is not visible to Blueprint nativization, and thus it does not know to exclude these module types from the generated Build.cs file when they ...

BP nativization emits incorrect C++ code for noexport-typed struct field access in some cases.

Gameplay - Blueprint - Dec 18, 2019

In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...

Blueprint Actor cannot delete implemented interface when Interface is converted to an Event.

Gameplay - Blueprint - Dec 11, 2019

In Editor, When you remove a return value parameter from a Blueprint Interface function's Output Category. (so there are no return values), it becomes an event. In any Blueprint that implements the ...

Crash on Package When Using Nativizing Animation Blueprint Has AnimGraph Connected with Enum

Gameplay - Blueprint - Dec 3, 2019

If an AnimNode connected with Enum and AnimBP is nativized, the package will occur crash. Following settings is solve this issue. [BlueprintNativizationSettings] +ExcludedBlueprintTypes=/Script/En ...

Internal Compiler Error: Tried to create a property Crash in scope Beta_C, but another object (ObjectProperty /Game/Alpha.Alpha_C:Crash) already exists there.

Gameplay - Blueprint - Oct 31, 2019

After fixing the crash from UE-82407 when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal compile er ...