When inside an array is used a UStruct with a FGameplayTagQuery var that has the EditCondition meta that is evaluating inside the struct. When a new element is added to the array in the editor, if a ...
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This is a quality-of-life issue for UE users. The issue was also detailed by the UDN user in a video in the linked UDN case. The Blueprint Editor provides an "Override Function" functionality in th ...
Placing a breakpoint inside of the construction script of a blueprint Actor can cause the editor to freeze in some situations. The licensee has identified two such cases. The first is when opening ...
When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be unedit ...
For map placed blueprint actors with components with property modifications, when triggering Reset Instance Changes to Blueprint Default from the actor instance's Details panel, any components with ...
If you make a Blueprint Macro Library that derives from UObject you are then unable to use any functions that require a WorldContext, like Delay. This is because the WorldContext cannot be assumed l ...
User reported that upon removing a pin from a Sequence node the editor crashed. This only happened once, so may be a multithreading race condition or there may be additional unknown factors. The cra ...
There is no UI refresh for the Implemented Interfaces list in the Blueprint editor UI after a Blueprint Interface asset is renamed in the Content Drawer. Consequently, the interface cannot be remove ...
Users can enter blueprint function names without spaces, for example PascalCase (MyFunctionName) or snake_case (my_function_name). The "My Blueprint" tab functionality for naming functions allow all ...