After moving a property or a function from one object to another old blueprint branches of code became marked as Errors,
So in my case I moved a propery from a GameMode object to GameInstance object, that property have the same name and the same type, but I cannot just directly link GameInstance to old property getter node (like I would usually do in c++ code, by just changing the variable name). What I need is to recreate the whole code path by hand.
That is a simple case, but in same scenarios of refactoring - (ex moving class from main code to a plugin) big chunks of code became invalidated (types are reset to object references and other safe things happen)
Rebuilding all that code can by quite tedious and takes some time, and I believe Unreal Engine can add some assistance here by allowing automatic node recreatinon if linked type conform some requirements - like linked object have the same named property with the same type, or the linked object have the same named function with the same interface.