The user is specifically having a problem with TArray<TObjectPtr<>> however I have also reproduced this error using a single TObjectPtr<>, raw uobject pointers & all three previous methods within a ...
This indicates that we're incorrectly reconstructing pins when the REINST classes are still around. The root cause is actually due to a cyclic dependency with external actors when using World Parti ...
Currently, UBlueprintGeneratedClass::GetPreloadDependencies() is only inclusive of subobjects instanced via CreateDefaultSubobject(). We may need to broaden it to include RF_ArchetypeObject and/or ...
If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...
This is not a regression. Tested in the following branches and change lists:BranchChange ListResultsText compared to VariableVariable added compared to VariableText compared to Text//UE5/Release-5.0 ...
The editor can crash when you attempt to open the context menu for a data asset based on a blueprint class. This happens only if the blueprint class the data asset is based on is not currently loade ...
This is likely something going wrong in the Blueprint Editor utilities function calls or something like that. Obviously this works as expected in the Subobject Editor itself, otherwise no nested BP ...
Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...
If you set ComponentClass override in child class BP and grandchild class BP respectively, it is ignored in grandchild class. This issue is probably related to [Link Removed]. The fix for [Link Rem ...
As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...