Using "Collapse to Function" in a const blueprint (such as an anim notify) does not flag the function as const, resulting in a compile error

UE - Gameplay - Blueprint Editor - Aug 28, 2019

You can manually open up the graph settings for the function and check const there, but we should either auto-set const when the function is created, or imply const for all user added functions in a ...

Changing the object being debugged while stopped at a breakpoint has no long term effect if there was no object selected at the start of the breakpoint

UE - Gameplay - Blueprint Editor - Sep 30, 2019

The issue is that when we hit a breakpoint with no 'object to debug' set, we will set a flag bResetObjectBeingDebuggedWhenFinished to true, so after you resume execution we'll clear that flag and fo ...

[CrashReport] UE4Editor-AnimationBlueprintEditor!FAnimGraphConnectionDrawingPolicy::BuildExecutionRoadmap() [AnimGraphConnectionDrawingPolicy.cpp:27]

OLD - Anim - Jul 17, 2019

Generated from CrashReporter Similar to [Link Removed] but in UE4Editor-AnimationBlueprintEditor ...

Duplicating inherited variables in the MyBlueprint panel doesn't copy data from the old variable to the new variable

UE - Gameplay - Blueprint Editor - Nov 12, 2019

Duplicating inherited Blueprint variables should copy the data from the original variable to the duplicated variable. ...

Grandchild actor with IsEditorOnly enabled is duplicated during save the level.

UE - Gameplay - Components - Dec 6, 2019

IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level. ...

Re-importing a static mesh with a fbx file containing collision, reset the editor made collisions

UE - Editor - Content Pipeline - Import and Export - Dec 9, 2019

We need to add a flag to let the importer know ifa collision was generate by the importer or by the editor so the editor collision can be restored properly ...

Landscape Tutorial Missing a Word

Docs - Dec 9, 2019

In the Landscape Tutorial Overview there is a word missing in the tutorial. ...

UMG Editor Will Compile Incorrect Node And Crash When Called During Runtime

UE - Editor - UI Systems - Dec 26, 2019

The UMG editor will compile as if the blueprints is valid if you make "Get Text" node from a TextBlock variable, delete it and create a EditableText variable with the same name. When running a scene ...

In Niagara's "CalculateParticleRadius", StaticSwitch Input is connected

UE - Niagara - Jan 24, 2020

This may not compile properly. Should be fixed. ...

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. ...