Edit shared defaults for multiple blueprints leads to Engine crash.

Gameplay - Blueprint - Jun 20, 2017

Changing any value in Edit shared defaults window with multiple blueprint assets leads to Engine crash. This is a regression from 4.16 ...

Failed check() when placing large numbers in to a From Seconds node and print them to the screen

Gameplay - Blueprint - Apr 10, 2017

Crash when placing a number >= 922337181697 in to a From Seconds node and print them to the screen ...

BP - Nativization will fail at cook time if a BP class and a User-Defined Structure reference each other.

Gameplay - Blueprint - Apr 20, 2017

Note: This happens with "Exclusive" nativization mode as well. This occurs because the nativized UDS 'GetDefaultValue()' method is generated into a .h file rather than a .cpp file. This creates a c ...

BP - Exclusive nativization will fail at cook time if a BP class includes a ChildActorComponent with a Data-Only BP set as the ChildActor class.

Gameplay - Blueprint - Apr 20, 2017

Note: This does not occur when the nativization mode is set to "Inclusive" in the Project settings. Current workaround: Ensure that the ChildActor class is NOT a data-only Blueprint, by adding scri ...

Local Variable loses value after reference moves file location

Gameplay - Blueprint - May 23, 2017

Local Variable loses value after reference moves file locations. This does not just affect construction scripts, following these steps with a function instead produced the same result. This issue do ...

Undoing alteration of a local variable's default value does not actually undo the alteration

Gameplay - Blueprint - Jun 7, 2016

Undoing the alteration of a local variable's default value causes the Undo toast to appear but the alteration is not actually undone. Regression: No ...

Connecting Blueprint Function Input to Another Node Resets Default Value

Gameplay - Blueprint - Mar 15, 2017

Connecting an input of a function in a Blueprint Function Library that has a default value to a node will cause its default value to be reset to 0 when the function is called in another blueprint. ...

Compiler Results Panel Displays No Information Upon Successful Compile

Gameplay - Blueprint - Jul 8, 2016

Compiling a blueprint successfully displays no information in the Compiler Results window. However, if there are any errors, these will show up. This does not occur in 4.11.2 or 4.12.5. This is a ...

Changing Blueprint Interface's Const Status Doesn't Update Blueprints its Already Implemented In

Gameplay - Blueprint - Nov 8, 2016

Implementing an interface that contains const functions and later attempting to change these functions to be non-const does not update the status of the functions inside of the actor they are implem ...

If an asset is referenced using FStringAssetReference::ResolveObject in a blueprint, it cannot be garbage collected

Gameplay - Blueprint - Nov 15, 2016

A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...