Crash running construction script after compiling BP function library

Gameplay - Blueprint - Sep 15, 2020

Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...

Crash renaming nested struct member while the pin is split on a node

Gameplay - Blueprint - Sep 14, 2020

Crash occurs when the user renames a nested struct member variable while there's a struct pin split in a blueprint. ...

ComponentInstancingData lacks support for FMapProperty

Gameplay - Blueprint - Sep 1, 2020

Map and set container value overrides will be lost in a cooked build for any Blueprint component that's dynamically instanced in a cooked build if the owning Actor class enables the optimized compon ...

DefaultToSelf on a TScriptInterface parameter does not default correctly

Gameplay - Blueprint - Aug 31, 2020

This issue seems to stem from the incorrect constructor being called for TScriptInterface, so the correct Interface pointer does not get called. If you explicitly connect a reference to "Self" to ...

Engine crashes after editing a struct variable in use.

Gameplay - Blueprint - Aug 27, 2020

After editing any struct variable in use such as adding, removing, or editing, and then compiling afterward the engine crashes. Sometimes it crashes after a few seconds. ...

Painted Vertex colors are not retained when using "Convert Selection to Blueprint Class" in Child Actor mode

Gameplay - Blueprint - Aug 25, 2020

From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...

User defined struct variables with spaces do not import properly in cooked builds

Gameplay - Blueprint - Aug 11, 2020

DataTables exported to JSON in editor (UDataTable::WriteTableAsJSON, accessible by right clicking a data table and picking export to json) that contain variables with spaces or other outlawed charac ...

Blueprint classes are listed in Object pickers, but will not work as expected

Gameplay - Blueprint - Jul 28, 2020

Because of the way blueprints are implemented, the "Blueprint Class" asset actually points to the editor-only UBlueprint object. Because of this, all blueprint classes will show up as options for ge ...

Blueprint Data Loss with Certain Variable Names

Gameplay - Blueprint - Jul 21, 2020

Certain characters within blueprint variables names will cause data loss when duplicating an actor instance. For example if a variable name contains '(', '{', or '[' it doesn't retain the variable's ...

A Blueprint containing an array Swap node will fail to be nativized.

Gameplay - Blueprint - Jul 17, 2020

Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...