New: Added "Is Valid Class" node to Blueprints, which returns true if the passed-in class is a valid class to use.
New: "Infinite Loop" error messages are now posted to the message log with a helpful notification to inform the user to that something happened.
New: Added ability to reference actors by name in Blutilities
New: Added Actor Component as a Blueprint variable type (so you can reference all components by their shared base type)
New: Added an experimental Blueprint setting that will default cast nodes to their pure form (without execution pins).
New: Added Get Components By Tag, a blueprint callable function used to find components on an actor
New: Added new "Select Class" node to Blueprints, which will return one of the two given classes based on the input boolean. This is similar to the other Select nodes such as "Select Object", except it takes a class.
New: Added padding to variable set nodes so that the exec wires will line up with other nodes
New: Added scientific notation support to Blueprint node inputs (so they accept input like: 1.2e5).
New: Added support to reference an actor by its name in Blutilities, which allows tutorials to create references to objects that may or may not exist in the current level.
New: Added UI helpers functions to get information about the current editor selection and viewport perspective to placed Blutilities
New: Adding Interfaces to Class Blueprints and setting a pin or variable type will now list unloaded Blueprint assets to be able select from.
New: Blueprint Context Menu "scoring" improvements - 'if' now selects the 'Branch' node by default; 'parent' and 'owner' now select Get Owner when working with an Actor Component
New: Blueprint Diff Tool Improved
Added Components and Defaults views to the diff tool
Added Command Line access: UE4Editor.exe -diff [options] LEFT_FILENAME RIGHT_FILENAME
Unified list of differences into a tree view that displays differences in all parts of a blueprint
Known Issues: Changes made in the "My Blueprint" panel are not present in the list of changes
New: Changed the user description on Blueprint assets to allow multiple lines, which can be added by using Ctrl+Enter in the edit field
New: Changing Blueprint variable types no longer requires all of the variable's nodes to be removed.
New: Clarified error message for Message nodes that had no input pin
New: Clarified tooltip on Blueprint node "Division (whole and remainder)", tooltip no longer refers to ambiguous "A" and "B"
New: Clarified tooltip on Blueprint node "Random Integer In Range", now explains that Min and Max are inclusive
New: Class pickers and content pickers on nodes now allow you to search and use the arrow keys without clicking or tabbing to change focus.
New: Comment bubbles on re-route nodes have been adapted to display when the user hovers the node to allow complex graphs to provide better information in cases with more complex wiring.
New: Custom Event created from an Event Dispatcher pin has the same signature as the Event Dispatcher.
New: Added a row editor for Data Tables, so they can be edited directly from within the editor
New: Text Gathering from Data Table Assets! Text in data table assets are now gathered automatically for localization
New: Exposed 2D Dot Product and 2D Cross Product methods to Blueprints
New: Exposed Set Tickable When Paused and Set Component Tick Enabled on Actor Component to Blueprints
New: Find in Blueprints now stores searchable data in the asset instead of using the Derived Data Cache (DDC), this makes searchable data more reliable when assets are used on multiple machines.
New: Level Blueprints and Blueprinted Components are now searchable using Find in Blueprints
New: Get Data Table Row Names node added to Blueprints, which returns the names of all of the rows in a Data Table column
New: Added new 2D Vector interpolation functions to Blueprints
New: The Make Array node will no longer reset to wildcard when all pins are disconnected. Instead, a Reset to Wildcard context menu option will become available if no pins are connected.
New: Placed Editor Utility Blueprints can now select Actors and clear the selected Actors in the Editor.
New: Added support for being able to grab information about the level editor viewport camera and the current selection set from Blutilities, to aid in making tutorials
New: Replacing actors in the level viewport will automatically replace all references in the Level Blueprint.
New: Selecting custom events in the My Blueprint window will function as if selecting the event node.
New: The 'Class Defaults' and 'Class Settings' toolbar buttons now light up when either of them are currently being edited in the Details panel
New: The comment bubbles used in all the graph editors have had some attention to try and improve usability, this includes:
Directly editable bubbles so now there is no requirement to edit the comments in the context menu
Support for multiple line text editing
The ability to show/hide the bubbles independent of the comment text being present
Functionality that allows the user to determine how the bubbles behave when the graph is zoomed
New: This adds the ability to mark blueprint variables as config variables, this means that default values can be set in the config file.
New: Uncategorized functions will no longer be categorized into a "Class" category in the Blueprint node context menu when being displayed for a currently selected level Actor.
New: Variable set nodes now have an output pin to get the value of the variable, allowing the user to re-use the Set node instead of placing a separate Get node.
New: When blueprint functions that change from impure to pure, the execution pins in the graph will automatically update to maintain the execution flow.
New: You can now drag-drop assets and component classes from the Content Browser into the viewport in the Blueprint Editor
New: You can now drag-drop C++ and Blueprint actor classes from the Content Browser into the components tree to create new child actor components
New: Added 'Convert Selected Actor to Blueprint Class' and 'Convert Selected Components to Blueprint Class' under the Blueprint toolbar button in the level editor
New: Exposed a Print Text node, which works like Print String but takes localizable Text object instead
New: Input Key and Input Actions are now listed in the My Blueprint panel
New: Inheritable Blueprint Components: Allow Blueprints to modify the properties of their parent components
New: Fixed Get Component By Class nodes so their return type matches the class set by the Component Class input.
Blueprint subclasses of Actor Component can now pick a category for the Add Components menu using the Blueprint Category property in Class Settings
Allowed component category headers in the Add Components list to be displayed even when the list is filtered
User Defined Enums are now properly loaded when used by Blueprint Macro Libraries.
User Defined Struct instances are filled with default values in property editor.
Variables of type User Defined Struct, that are not compiled when a project is closed, are now visible when the project is reopened.
Fixed graphs not showing the proper text for components and widgets that have been renamed.
Added Actor Component and Scene Component to the 'quick list' of Blueprint parent classes when creating a new Blueprint asset in the Content Browser
Changed systemic renames of construction created components as a part of destroy to no longer be considered transactional
Made a fix to ensure that functions and properties from the current Blueprint appear in the action menus if the Blueprint requires compilation.
Tutorial Blueprints can now "soft reference" Actors in the Editor, enabling them to interact with Actors without locking out their ability to save.
Changed the messaging for editing the class default properties of a Blueprint to be consistently referred to in code and documentation as "Class Defaults" instead of "Blueprint Defaults" or other names
Clarified the comment for delay and retriggerable delay nodes to indicate that the duration is in seconds
Script Component was renamed to Script Plugin Component in order to differentiate it from new Blueprint Components.
The Blueprint compiler now includes the type name in the error message when it encounters an unsupported data type.
"Delete" option for Blueprint nodes will gray out if none of the selected can be deleted.
Actor input pins on Blueprint nodes will now only display the Actor picker if the node is in a Level Script Blueprint.
Added category for On Destroyed and On End Play, previously they were under the 'Event Dispatchers' category.
Added tooltips to each window displayed in the Blueprint Editor Window menu
Adding and removing interfaces from Blueprints, as well as reparenting, will no longer drop the current details view.
All instances of the class will now be removed from the current level when choosing to force delete a Blueprint Class asset.
Fixed an issue where external timelines were being duplicated to the blueprint after a copy/paste operation instead of using a reference to the external timeline.
Blueprint graph editor window no longer recreates widgets when compiling a blueprint, which speeds up compilation for large blueprints
Blueprint methods for Date Time to Text conversion now assume the supplied Date Time is of the "Unknown" timezone, rather than local machine's timezone.
Fixed the Blueprint Editor's debugged world combo box not being updated when a new object was selected
Brush and its sub-classes can no longer be spawned by Blueprints using the "Spawn Actor from Class" node.
Changed "Convert to Composited Blueprint" to "Convert to Class Blueprint" to make the functionality more clear. The button will create a new Class Blueprint with the components from the selected actor.
Converting an actor or selection of components to a Blueprint now attempts to preserve the existing component names rather than resetting them to default names
Crash fix when editing multiple Math Expression nodes at once
Crash fix when launching a cooked project that uses a Game Instance Blueprint.
Custom event net replication flags are now properly inherited by custom event overrides in child Blueprints.
Functions hidden to the current Class Blueprint can still be copy and pasted or dragged from the Palette so other classes that do not hide the function can still use them.
Improved handling of illegal name collisions in the compiler so that ones that are missed turn into a recoverable Blueprint compile error rather than a failed assert crash
Interface output pins can no longer be directly connected to Object input pins. A conversion node is now required, which can be placed from the context menu by dragging off the Object pin..
Fixed a problem with curve output pins missing from timeline nodes when reloading a previously made blueprint.
Graphs created by Math Expression nodes are no longer editable, these graphs are auto-generated by the node.
Hide global Actor class defaults that aren't related to the selected component when C++-defined components are selected in the Blueprint editor.
Level actor references on loaded levels will no longer display the incorrect display name for the actor.
Made Random Stream node no longer discard their seed and initial seed
Make Array will now always have default values for each unconnected input pin once pin type has been determined.
Overridable functions in the My Blueprints panel now display the same tooltip as when the function has been overridden.
Proper Display Names are now shown for User Defined Structs, instead of unsanitized C++ names.
References to Actors in sublevels can no longer be added to the Level Blueprint of other sublevels
Removed the "Save Intermediate Build Products" option from the Blueprint editor's compile menu (still in the editor's File->Developers menu).
Removed the "selected actor" section from the Level Blueprint's context menu, when dragging off a pin (because it was providing confusing/duplicate options).
Renamed the "Replace with Composited Blueprint" button to "Convert to Class Blueprint" to make it more clear what the button does
Selecting variables, functions, and macros and other Blueprint items that display pin type selectors, have had their performance greatly improved.
The components tree in the Blueprint editor now shows the proper root component when it's set in code to something other than the first native C++ component that's defined for the Actor class.
The context menu in the Blueprint Graph editor view now filters out functions with metadata that would disallow it from being placed into the current graph context.
The Default Value for a Timespan variable doesn't reset when its Blueprint is compiled.
Addressed a problem with comment nodes whereby you could create a comment around a set of selected nodes but moving the comment wouldn't move the nodes until you re-selected the comment.
Improved the comment detection of enclosed nodes to include off screen nodes.
Limited the scope of classes that component blueprints can be re-parented to, this should now only display Actor Components and any of it's children
Fixed issue with the Default Value Panel for User Define Struct not displaying correct defaults.
Details panel filter area is no longer hidden when a variable is selected in a blueprint
Double clicking an Actor reference will jump to the referenced actor in the Level Editor.
Some erroneous errors from Blueprint compiler are fixed.
Expanding macros with illegally placeable nodes in the current graph will no longer crash.
Fixed crash when duplicating auto-generated Blueprint component variables.
Fixed properties on components not being properly copied from actor instances to new Blueprints when using the "Replace with Composited Blueprint" button
Fixed new Blueprint Classes sometimes not appearing in the Class Viewer or Class Picker instances.
Fixed Blueprint-related crash occasionally encountered when duplicating levels in the asset browser.
Fixed some problems with comment bubbles where the following happened
Fixed comments entered through the node context menu to automatically show/hide the node comment bubble.
Fixed bug that allowed incompatible delegate pins to be connected.
Fixed a bug in the Blueprint construction script that caused a crash when referencing another Blueprint of the same type.
Fixed a bug in the Blueprint diff-tool that flagged timelines with empty curves as different.
Fixed a bug that caused a Blueprint crash when a node's interface input was left unconnected.
Fixed a bug that caused a crash when deleting a vertex-painted mesh from a Blueprint's components.
Fixed a bug that occurred when creating a Blueprint from a static mesh in the Content Browser, and caused a crash when using the context menu thereafter.
Fixed a bug that occurred when renaming a matinee track, where the corresponding matinee Blueprint node would be left with invalid connections.
Fixed a bug that would break calls to Blueprint event-dispatchers from the level Blueprint (after reloading the level).
Fixed a bug where a Blueprint could crash if it had a cast node for a type that had been deleted.
Fixed a bug where an exposed Blueprint variable would be cleared when hitting Play.
Fixed a bug where event dispatchers would not show up in the Blueprint context menu.
Fixed a bug where the first change to a Blueprint's defaults could not be undone.
Fixed a bug with Blueprint array nodes, where they wouldn't handle connected self nodes (they would treat it as an invalid object).
Fixed a bug with Blueprint automation testing, where all Blueprints were getting marked as having unsaved changes.
Fixed a bug with Blueprint math-expression nodes that could cause cooking and packaging to fail.
Fixed a crash in Blueprint editor when deleting default element of array struct variable
Fixed a crash that could occur when using Canvas Render Target objects
Fixed a crash when a child blueprint is reparented and the previous parent is recompiled.
Fixed a crash when renaming a Blueprint or instance component in a way that conflicted with inherited components added in C++
Fixed a crash when the Game Instance class could not be found when Playing in the Editor.
Fixed a crash when undoing a default value change to a variable
Fixed Blueprint compiler error after deleting a Format Text node.
Fixed Blueprint node copy and pasting to prevent you from pasting a macro node into an unrelated Blueprint.
Fixed crash in editor when creating an input boolean inside of a blueprint interface with an improper default value
Fixed crash when using input nodes that have a Key picker in the details panel.
Fixed missing tooltip on Input Touch node.
Fixed precision issue that could cause Static Meshes in Blueprint Classes to lose precomputed lighting.
Fixed several places where Blueprint-callable functions would crash if there was no valid World associated
Fixed some issues with lost or locked root components when reparenting Blueprints to classes with a different inherited component hierarchy
Fixed the Blueprint debugger, so it now will show pin values for the Blueprint's parent.
Fixed up older event nodes on load to ensure that they include a delegate pin.
Fixed up several component registration issues in and around Actor-based Blueprint instance construction paths.
Fixing the class picker so that it's not clipping the contents of the dropdown list.
Fixed a crash when changing a Vector variable in a Blueprint's transform
Fixed the picking a new component in the Blueprint editor creating a component with the same name as an existing native component
Fixed a "Graph linked to external object" problem that could occur with in data-only blueprints.
Fixed a "Graph linked to external object" error that could occur when converting instances in the level editor into Blueprint classes
Fixed a bug where compiling with a custom event or input event selected in the My Blueprints panel would deselect it
Fixed an issue where editor-only components created by other components were being harvested when creating a Blueprint from an actor selection
Fixed an issue where folders would not be expanded to show the newly selected item in My Blueprints when something else forced selection to change
Fixed a crash that could occur when adding a text array to a user defined structure.
Fixed selection highlighting so that Blueprint editing and C++ class source hyperlinks are still readable when selected and unfocused
Fixed various issues with default transform property value propagation and "live" property defaults editing in the Blueprint editor.
Fixed various issues with the title for Add Component nodes
Generalized how asset names were gathered, allowing it to work correctly with any component type, instead of a small hard-coded list of types
Fixed an issue where the component title was latched and didn't update when the template was modified
Added a second line to the asset information display when showing the full title.
Fixed some problems when changing maps after editing blueprints where the previous map was unable to be unloaded before entering the new map.
Fixed support for the default details view in the new blueprints editor layout and prevent refresh actions such as compilation from causing problems with the details view.
Made a fix to ensure that all component templates stored in blueprints are marked public and are importable to maps.
Fixed missing object path text in the node comments being shown in the reference viewer
Fixed info bubbles such as watch values in the graph editor becoming obscured by the nodes comment. This fixes the functionality to stack the bubbles correctly.
Fixed User Defined Struct editor accepting an empty name
Fixed regression where node comment bubbles (watch values, anim states, timeline/latent delay display, etc...) would be hugely inflated
Fixed various issues with inherited native components that had a mismatch between their member variable name and object name
Prevents renaming a component to a name that would conflict and crash when the construction script is rerun, improves displayed tooltips, and allows drag-dropping from the components tree to the Blueprint graph to access the variable