Behavior Tree corrupts as REINST after PIE when using Blueprint Compilation Manager

Gameplay - Blueprint Compiler - Apr 24, 2018

When Blueprint Compilation Manager is enabled, behavior tree node can get corrupted as REINST.  ...

Crash when removing Blueprint function

Gameplay - Blueprint Compiler - Apr 23, 2018

The Editor crashes whenever the reference to the "DeleteThisFunction" function is deleted. ...

Disabling "Skip Unneeded Dependency Compilation" clears spline points on component compile

Gameplay - Blueprint Compiler - Apr 5, 2018

Spline points are lost when compiling BP component. Component is used in PlayerCharacter. Spline Actor Casts to PlayerCharacter and calls a function on this component. Workaround: Open BP_SplineAc ...

Blueprints stay marked as dirty for compilation when using reroute nodes without blueprint compilation manager

Gameplay - Blueprint Compiler - Mar 24, 2018

A licensee has reported a problem where having reroute nodes causes blueprints to always be dirty after being compiled when the new compilation manager is disabled. Regression?: No This occurred in ...

[CrashReport] UE4Editor_BlueprintCompilerCppBackend!FEmitDefaultValueHelper::HandleInstancedSubobject() [blueprintcompilercppbackendvaluehelper.cpp:2148]

Gameplay - Blueprint Compiler - Mar 20, 2018

No user comments in crash group 2143 // We should always be the one creating an instance in this case. 2144 check(bCreateInstance); 2145 2146 // Dummy object tha ...

Construct object fails to assign a value when using the level blueprint - ConstructObject node issue

Gameplay - Blueprint Compiler - Feb 28, 2018

https://udn.unrealengine.com/questions/419239/uk2node-genericcreateobject-compile-issue.html ...

Blueprint component lost when reparenting native base class and component name collides

Gameplay - Blueprint Compiler - Feb 26, 2018

Use attached project to skip c++ steps. Follow from step 6. ...

The FNetNameMapping::GetUniqueName function appends numerical values to the end of the previous name instead of replacing the previous name's numerical value

Gameplay - Blueprint Compiler - Feb 23, 2018

The GetUniqueName() function attempts to make sure that all node names are unique. For nodes that are used a large number of times, it adds a numerical value to the end of the name. Prior to 4.18, t ...

Blueprints not marked dirty when variables in referenced actors are renamed

Gameplay - Blueprint Compiler - Feb 20, 2018

Blueprints using renamed variable do not indicate that they need to be recompiled. (However errors are shown on play) It is possible to not see an error if you add a variable with the same name as ...

Blueprint with large amount of macros crashes on compile

Gameplay - Blueprint Compiler - Jan 30, 2018

Blueprint compile is crashing in a BP with a large number of macros ...