Previously there was no checking to see whether a variable that was created actually exists already, which could cause collisions.
Also fixed issue where connecting to a wildcard pin would mean that the output pin always stayed a wildcard.
#jira UE-103473 - Assert using Property Access pitch and yaw AimRotationDelta float variables for AimOffset
#jira UE-103470 - AnimBP Property Access node compile error accessing different variable types
#rb Jurre.deBaare
#ROBOMERGE-SOURCE: CL 15406686 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15406701 by thomas sarkanen in ue5-main branch]
Removed direct access to currently compiling BP class to restrict unguarded mutation.
Const-corrected various accessors and overrides.
Moved UObject-based compiler subsystems to 'handlers' and removed UObject dependency.
Moved from set of virtual functions on subsystems/handlers to a restricted set of contexts passed to specific multicast delegates that handlers subscribe to.
Removed anim class subsystems.
Moved property access code to engine module (editor code is still in a plugin).
Fixed nativized builds where anim BPs have nativized/non-nativized classes in the hierarchy
#rb Dan.OConnor
#jira none
[CL 14278258 by Thomas Sarkanen in ue5-main branch]