Adding a Pass By-Reference input parameter to an event dispatcher is allowed, but causes a warning when called.

Gameplay - Blueprint - Nov 19, 2018

You can add a pass-by-reference input variable to an Event Dispatcher, but it will will result in compile warnings, and changes to that input will not affect the value of the variable in the caller. ...

Breakpoints on nodes in deleted functions are not cleared

Gameplay - Blueprint - Nov 16, 2018

Might be a simpler repro than this, but take a look at revision 1 of PreRolledBoxes in FortniteMain to see an asset affected by this. It was duplicated from StoreRoot which had breakpoints in some o ...

Crash when copy and paste a Child Actor Component in blueprint.

Gameplay - Blueprint - Nov 14, 2018

A crash occurs when copy and paste the ChildActorComponent, only if the template actor has a DefaultSubObject. There is no crash in the case of using Actor (eg. AActor) without a DefaultSubObject as ...

Game projects that rely on legacy include paths are not compatible with Blueprint nativization.

Gameplay - Blueprint - Nov 10, 2018

Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...

Blueprint Structure breaks when the Editor is closed and re-opened if the struct contains variables that are a Class Reference and a Soft Object Reference to a Blueprint

Gameplay - Blueprint - Nov 8, 2018

A struct containing variables that are a Class Reference and Soft Object Reference to a Blueprint no longer works after the project is closed and re-opened in the Editor. If a variable of the struct ...

A crash in editor will result after swapping inherited SCS component names at the parent class level before loading a child class that overrides them.

Gameplay - Blueprint - Oct 26, 2018

This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...

(Regression) Risk of PostLoad() assert crash in all cooked, nativized builds with async load thread enabled.

Gameplay - Blueprint - Oct 25, 2018

This is a regression that was introduced by the fix for UE-63757. As a result, we can potentially hit an assert in a cooked, nativized build during async load of a non-nativized Blueprint CDO that o ...

Relative location of Static Mesh Component resets to Blueprint location if Blueprint is attached to another Actor and then moved

Gameplay - Blueprint - Oct 15, 2018

The relative location of a Blueprint's Components behaves differently in the level depending on whether the Component was added directly to the Blueprint or it was inherited from a parent code class ...

Axis gizmos are not shown as rotated for IWCE but are for BP editor, which is a confusing discrepancy

Gameplay - Blueprint - Oct 15, 2018

A child scene component does not appear to rotate in the viewport but will appear rotated in the Blueprint Editor. ...

UE_ASSET_LOG assert if component name contains invalid characters

Gameplay - Blueprint - Oct 4, 2018

Blueprint components are able to be renamed to strings which are not valid object path names. If named improperly, MyComponent->GetPathName() will return an object path that will fail FPackageName:: ...