Unreal Engine 4.17 Preview

As part of the blueprint data exposure cleanups we now properly inform users that they are making use of types that are not exposed as BlueprintTypes. This may mean that some errors in places where types that were previously being made use of without being marked as BlueprintType no longer work. We can certainly consider exposing these types, but in general something like FRichCurve has none of its properties exposed to Blueprints, so it would require a pass across the class to make sure that an appropriate API was available.

If you want to the type BlueprintType in your local build you should be able to continue using it, but I would be interested in the context that you are using them and how you would expect them to work from blueprints?