Hot Reload picks up outdated Blueprint Function Library

Gameplay - Blueprint Compiler - Jun 5, 2017

Making changes that can potentially alter the CDO or other aspects of a UBlueprintFunctionLibrary can cause BP compilation issues with cryptic messages. This is caused by the Owning Blueprint (i.e. ...

Wiring up the output of a get node (the pass-thru value) without wiring the execs is confusing to users

Gameplay - Blueprint Compiler - Apr 28, 2017

Right now if an impure node has no exec connections it gets culled out, which is implicitly breaking the wire for the output value of the node. We could either make this work just like a get or mak ...

Child Blueprint Dirties parent when opening

Gameplay - Blueprint Compiler - Mar 24, 2017

An Actor with a child class component will cause the parent to become dirty by opening the child. Regression: This issue did not occur in 4.14.3 of the binary builds ...

Blueprint unable to compile if including a macro that includes one of its functions

Gameplay - Blueprint Compiler - Mar 9, 2017

Blueprints that include a macro that includes one of their own functions are unable to compile. The error message that is given is: Error Could not find a function named "MyFunction" in 'ActorBP_C'. ...

Blueprint becomes dirty after play with Key get display name is in script

Gameplay - Blueprint Compiler - Mar 2, 2017

Blueprint becomes dirty after play with Key get display name is in the script. This issue occurs even in setups where that specific node in the event graph, not necessarily attached to anything. The ...

DataAssets Cannot Be Opened After Deleting Variables From Their Parent Blueprint

Gameplay - Blueprint Compiler - Feb 17, 2017

Removing a variable from a blueprint that a data asset is based on will prevent that data asset from being opened. ...

Warnings (TEnumAsByte is not intended for use with enum) when packaging with Blueprint Nativization method set to Inclusive

Gameplay - Blueprint Compiler - Feb 16, 2017

User gets the warning below after trying to package a new VR template if Blueprint Nativization is set to "Inclusive" Warning: "THelper: Packaging (Windows (64-bit)): xgConsole: c:\program files (x ...

Crash when splitting up output of collapsed node

Gameplay - Blueprint Compiler - Feb 13, 2017

A crash occurs when splitting the pin of a collapsed vector node that was connected via a vector connection. This issue is very similar to UE-41858 however, the callstacks are different so I have ...

K2Node_SwitchEnum doesn't use EnumRedirects

Gameplay - Blueprint Compiler - Nov 30, 2016

Removing BlueprintReadWrite from a UPROPERTY declaration doesn't make existing nodes invalid

Gameplay - Blueprint Compiler - Sep 11, 2015

Blueprint nodes that exist as a result of the UPROPERTY() macro don't get disabled once the "BlueprintReadWrite" or "BlueprintReadOnly" is removed as a parameter in the UPROPERTY() macro. The nodes ...