GAS blueprint make struct nodes no input

Summary

Make Struct nodes for several core Gameplay Ability System (GAS) structs are generated without any input pins in Blueprint, making it impossible to construct these structs directly within Blueprint graphs. This behavior severely hinders common GAS development patterns that rely on dynamically constructing FGameplayModifierInfo or FGameplayAttribute in Blueprint.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Create a new, clean Unreal Engine project (e.g., a C++ Blank project or Blueprint Blank project).
Enable the “Gameplay Abilities” plugin if it’s not already enabled by default.
Open any Blueprint (e.g., a new Actor Blueprint or a custom Gameplay Effect Blueprint).
Right-click in the Blueprint graph editor.
Search for and place the following nodes onto the graph:
Make FGameplayModifierInfo
Make Gameplay Attribute (or Make FGameplayAttribute)

Expected Result

The “Make FGameplayModifierInfo” node should have input pins for Attribute, Modifier Op, Magnitude, etc. (which can then be split for Magnitude Calculation Type and related fields).
The “Make Gameplay Attribute” node should have input pins for the Attribute Set Class and the specific Attribute Name.

Observed Result

Both “Make FGameplayModifierInfo” and “Make Gameplay Attribute” nodes (and potentially other GAS structs) appear as blue K2Node_MakeStruct nodes but only have an output pin and no input pins. This renders them unusable for constructing the structs directly in Blueprint.

Platform(s)

Windows 11 Unreal Version 5.6

Additional Notes

This issue has been observed and consistently reproduced in both Unreal Engine 5.6 (latest stable release) and Unreal Engine 5.5.
A recent repair of the UE 5.6 installation did not resolve the issue, indicating it’s not a local corruption easily fixed.
For comparison, basic engine structs like Make FLinearColor appear correctly with input pins and a blue node color. Other basic structs like Make FVector, Make FRotator, and Make FTransform also display inputs, though they appear green in UE 5.6 for unknown reasons (which might be a separate minor visual bug). This highlights that the problem is specific to GAS structs.
Export text for a problematic Make FGameplayModifierInfo node (from UE 5.6):
Begin Object Class=/Script/BlueprintGraph.K2Node_MakeStruct Name=“K2Node_MakeStruct_3” ExportPath=“/Script/BlueprintGraph.K2Node_MakeStruct’/Game/Blueprints/AbilitySystem/GameplayEffects/Attributes/GE_AuraSecondaryAttributes.GE_AuraSecondaryAttributes:InitAttributes.K2Node_MakeStruct_3’”
bMadeAfterOverridePinRemoval=True
StructType=“/Script/CoreUObject.ScriptStruct’/Script/GameplayAbilities.GameplayModifierInfo’”
NodePosX=160
NodePosY=368
NodeGuid=6DAC37354F879DB55C11DB897AB1D287
CustomProperties Pin (PinId=25F430264CA937E1493EBE95734599BF,PinName=“GameplayModifierInfo”,Direction=“EGPD_Output”,PinType.PinCategory=“struct”,PinType.PinSubCategory=“”,PinType.PinSubCategoryObject=“/Script/CoreUObject.ScriptStruct’/Script/GameplayAbilities.GameplayModifierInfo’”,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
End Object