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 ...
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. ...
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. Modifying and saving the BP_Child fixes the issue with BP_Grandchild losing overrides. ...
Map entries are removed on Blueprint compile when using struct as key. ...
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 ...
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 ...
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 ...
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 ...
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 ...