In class UCancellableAsyncAction, methods IsRegistered() and ShouldBroadcastDelegates() still return true after Cancel() or SetReadyToDestroy() unregisters the object.

UE - Gameplay - Blueprint - Jun 26, 2024

Class UBlueprintAsyncActionBase provides methods RegisterWithGameInstance() and SetReadyToDestroy(), which respectively register and unregister the object with the game instance. Derived class UCanc ...

UClass::SparseClassDataStruct null at editor-time for child blueprints until compile

UE - Gameplay - Blueprint - May 29, 2024

Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...

CPF_TextExportTransient and RF_TextExportTransient inconsistent behavior

UE - Gameplay - Blueprint - May 23, 2024

The TextExportTransient can be specified as a property flag and object flag. Behavior is inconsistent: there are many ways in which an object marked TextExportTransient can still be part of the text ...

Blueprints might get corrupted after inheriting multiple times.

UE - Gameplay - Blueprint - May 17, 2024

Blueprints might get into a corrupted state when they are inherited for a big number of times. Starting from a C++ class, if you then create a BlueprintClass from the C++ class, and keep creating ne ...

"Literal Enum" BP node outputs wrong value when the input pin is connected

UE - Gameplay - Blueprint - May 17, 2024

This behavior was not observed up to UE 4.19, but it can be reproduced in all versions from 4.20 to 5.4. When a "Literal Enum" node is used inside a blueprint and an enumeration value is chosen fro ...

Components added to an Actor Blueprint may not be propagated to Actors inside World-Partition Level Instances

UE - Gameplay - Blueprint - Apr 29, 2024

When a world partition level (but streaming disabled) is placed as a LevelInstance in another world partition level, actors in the inner level are cooked with an outdated component hierarchy until t ...

Blueprint Add Custom Event unable to resolve delegate signature inside a split struct

UE - Gameplay - Blueprint - Apr 19, 2024

This issue occurs when a static function is created and has a struct parameter that has a delegate exposed to blueprint. When using the helper function in blueprint after having used "Split Struct ...

Changes to Instanced Properties on a BP archetype are not propagated to Actors inside Level Instances or unloaded levels.

UE - Gameplay - Blueprint - Apr 19, 2024

Consider a C++ ActorComponent containing an instanced TObjectPtr property (which may be standalone or inside a container such as TMap). Now consider a Blueprint Actor containing such a component, an ...

Breakpoint on SetText node in WBP PreConstruct triggers editor hang on save

UE - Gameplay - Blueprint - Apr 17, 2024

A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...