BP new Event Dispatcher cannot be deleted after modification

Gameplay - Blueprint - Sep 10, 2018

Changing the variable type of an Event Dispatcher in the Blueprint editor results in an impossible to compile situation. The BP must be then recreated due to being unable to remove the unattached ev ...

Component default data can be lost for a non-nativized Blueprint class that inherits the component from a nativized parent Blueprint class.

Gameplay - Blueprint - Sep 5, 2018

This is a regression that was introduced by the fix for UE-62338. The fix makes an invalid assumption that instances of components whose archetypes are inherited by a non-nativized child Blueprint ...

Undo Crash with Reroute node into Class pin of SpawnActorFromClass

Gameplay - Blueprint - Sep 4, 2018

Crash on undo with SpawnActor node that uses a reroute pin in class wire. "It looks like the variable promotion marks the blueprint as structurally modified, which triggers a skeleton compile, wh ...

UMG Children broken in Build packaged with Nativization

Gameplay - Blueprint - Aug 28, 2018

Child widgets not visible when packaged with inclusive nativization on. "The problem is that ChildWidget never shows up in the package build, but shows fine in the editor. I've debugged the issue ...

Child Actor components on Clients use the incorrect default values for variables that are not being replicated

Gameplay - Blueprint - Aug 28, 2018

When a Child Actor's class is replicated but the individual variables are not, the individual variables will use the default of the original BP class instead of the defaults that were set in the Chi ...

HotReload: Static Mesh property reset on custom Static Mesh Component in Pawn Blueprint when a public property is changed to private in the parent Static Mesh Component code class

Gameplay - Blueprint - Aug 24, 2018

Performing a Hot Reload after changing some properties in a custom Static Mesh Component code class from public to private appears to reset the static mesh set for any Pawn Blueprints that use that ...

Crash when naming function parameter 'none'

Gameplay - Blueprint - Aug 23, 2018

Naming a parameter "none" will cause crash on compile. Asset may not be able to be reopened. Also confirmed in Main CL 4309299 ...

Tooltips are not displayed for inherited variables

Gameplay - Blueprint - Aug 22, 2018

When creating a child Blueprint class and displaying the inherited variables from the parent, any tooltip text created does not show. ...

Set world or relative rotation on a child component sets the wrong rotation

Gameplay - Blueprint - Aug 21, 2018

Unexpected results from setting relative rotation on child of child in BP. Also confirmed in Main CL 4302610 "I have found that changing this code from RelativeRotationCache . RotatorToQuat (NewRe ...

Struct Boolean value can be changed when using a Set node for the struct in Blueprints

Gameplay - Blueprint - Aug 21, 2018

If a struct has a property with the EditCondition meta after a Boolean property that is set to the Boolean property, this Boolean property will be changed inadvertently when a Set node is used for ...