Reported by licensee: [Link Removed] In UE4, we used Multiply_Vector2DFloat as the underlying function for this operation. In UE5, we're relying on promotable operators to the work. However, that o ...
Currently, structs that have a custom make function aren't able to use the "Set members..." node in Blueprints. For vectors and similar structs, this is slightly inconvenient since it requires using ...
Unable to bind float variables to certain properties in Widget elements. You are able to bind Structure floats if needed as a workaround. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#183 ...
It was noticed that after changing the class of the component and restarting the editor, the Detail panel is no longer displayed, which makes it impossible to work with it. Repro Rate 5/5 Regressi ...
It seems the editor crashes when adding a new Macro to a Blueprint Macro Library. This only occurs if you rename the macro that gets automatically created when you open the macro library to somethin ...
In 4.27 immediately upon adding an output to the default function that output can be edited without needing to be compiled. In Preview 2 once an output is added the Blueprint Interface needs to be c ...
When BP functions are bound to native delegates with float parameters, we perform fixup on the BP functions such that their float parameters are converted from double precision to single precision. ...
Potential memory leak when using Blueprint Debugger to inspect a return value multiple times while playing. User also reported this would cause a crash, but I didn't try to max out ram usage to trig ...
When trying to input a Single Precision float variable into a wildcard pin, a "No matching 'Add' function for 'Float (Single Precision)" error will appear. I was able to work around this by converti ...
An error message informs the user that a function does not have the BlueprintCallable keyword if the same function is using a native to blueprint communication keyword. The function/keywords are b ...