We have numerous blueprint functions declared to have WorldContextObject as a parameters.
By design it should be hidden and automatically get GetWorld from a context being called.
But we have quite opposite,
For example we have function
UFUNCTION(Category = "UI", BlueprintCallable, meta = (HidePin = "WorldContextObject", WorldContext = "WorldContextObject"))
static void AddWidgetToViewport(const UObject* WorldContextObject, class UUserWidget* Widget);
And when I grab a widget and add call to it i got widget pin attached to WorldContextObject.
Can that be fixed, it is quite annoying to reconnect pins, and refresh node to hide WorldContextPin back