Able to name function parameters "self", resulting in odd compile errors in blueprints

UE - Gameplay - Blueprint Compiler - May 4, 2020

Users are able to name function parameters (in BP and in code) "self" resulting in odd compile errors when in blueprints: "This blueprint (self) is not a bool, therefore ' Self ' must have a connec ...

Compiling a grandchild Blueprint via automated test can lead to crash

UE - Gameplay - Blueprint Compiler - Feb 10, 2020

The crash doesn't happen if the blueprints are loaded ahead of the test by opening them, or if you compile all of them in the same test run. ...

Binding to a component event in blueprint and then deleting the component does not cause compiler errors on remaining events

UE - Gameplay - Blueprint Compiler - Feb 7, 2020

Blueprint events associated with a component within a blueprint graph do not cause compilation errors in either a base or child blueprint if the component is then deleted, leaving the event behind w ...

Renaming a Blueprint variable loses override in grandchild Blueprint

UE - Gameplay - Blueprint Compiler - Nov 26, 2019

Renaming a Blueprint variable loses override in grandchild Blueprint. Modifying and saving the BP_Child fixes the issue with BP_Grandchild losing overrides.  ...

TMap entries are removed on Blueprint compile when using struct as key

UE - Gameplay - Blueprint Compiler - Oct 10, 2019

Map entries are removed on Blueprint compile when using struct as key.  ...

A SoftPathObject as an input parameter referenced by a Blueprint Node didn't cook out

UE - Gameplay - Blueprint Compiler - Jul 27, 2019

The input paramter is a type of UEdGraphPin.  The PinType.PinCategory can be softobject or softclass, and the reference path is saved in a paramter named DefaultValue of UEdGraphPin.The DefaultValue ...

Component name conflict when reparenting from a blueprint parent to a native parent causes data loss and component pointer to be null.

UE - Gameplay - Blueprint Compiler - Jun 18, 2019

Reparenting a blueprint from a blueprint to a native class will cause data loss if both parents have a component with the same name. The component ptr will always be null after reparenting. Expected ...

Undetected infinite loop on spline creation

UE - Gameplay - Blueprint Compiler - Mar 16, 2019

It is possible to create spline logic that will not be detected by infinite loop detection. Also hangs if executed in Event Graph on Begin Play. If saved but not compiled and placed in Editor Star ...

Interface Message Nodes report an error if multiple inputs are connected to the Target pin.

UE - Gameplay - Blueprint Compiler - Feb 13, 2019

Connecting multiple object pins as inputs to the Target input pin of an interface message node causes an error of the format:failed building connection with 'Replace existing input connections' Thi ...

Nativizing actor does not destroy component with construction script.

UE - Gameplay - Blueprint Compiler - Nov 19, 2018

Running destroy component with construction script placed on level blueprint does not destroy component when it is nativized. It works correctly with PIE and Not Nativize. Also, if the actor that wa ...