Installed builds of the Engine cannot package game targets with optional game features

UE - Foundation - Build - Rocket (Installed Engine) - Mar 10, 2022

The build system supports many types of flags that can be enabled in game-specific Target.cs files to enable things like logging in shipping, target-specific overrides like custom config, or enablin ...

Selecting a spline point of a Spline Component using the Select Spline Points buttons in the Spline's details panel causes issue when trying to manipulate the same or different spline point in the view port.

UE - Editor - Workflow Systems - Mar 3, 2022

The situation of using the new feature causes an old feature to stop working correctly making it a regression. Selecting a spline point of a Spline Component using the 'Select Spline Points' button ...

Noticeable input delay at lower FPS while Playing in Editor

UE - Editor - UI Systems - Mar 1, 2022

When playing in editor is running at a lower fps (<20) there is very noticeable input delay that wasn't present in 4.27.2. Works correctly while playing in Stand Alone or Packaged. Tracked this iss ...

FEditorFileUtils::SaveCurrentLevel returns true even when it fails

UE - World Creation - Worldbuilding Tools - Feb 25, 2022

In FEditorFileUtils::SaveCurrentLevel, we set the default return code as true (success) before checking validity of the current level or seeing if PromptToCheckoutLevels is successful. If we're unab ...

Misleading error message while attempting to drag in a BlueprintCallable Function into an Event Graph

UE - Gameplay - Blueprint - Feb 23, 2022

An error message informs the user that a function does not have the BlueprintCallable keyword if the same function is using a  native to blueprint communication keyword. The function/keywords are b ...

Set Editor Property node no longer works with Material Instances in UE5

UE - Framework - Blueprint - Feb 18, 2022

This is a Regression. Using an Editor Utility Widget to set properties on materials via Set Editor Property doesn't work in UE5 as it did in UE4. ...

VertexInterpolators allocate unused params which generate extra shader ops

UE - Rendering Architecture - Materials - Feb 17, 2022

As a follow up on this: https://udn.unrealengine.com/s/question/0D54z00006yxUdXCAU/vertexinterpolators-problem VertexInterpolators are added to the HLSL code even if unused and you demand the HLSL ...

Add a way to have BlueprintInternalUseOnly Async nodes placed via keyboard shortcut

UE - Gameplay - Blueprint Editor - Feb 17, 2022

Users would like a way to place K2Node_AsyncActions that are marked BlueprintInternalUseOnly into the graph with a keyboard shortcut. ...

AttachComponentToComponent node does not change the location of a Spawned particle system at runtime

UE - Gameplay - Feb 17, 2022

You can use the "Spawn Emitter Attached" function as a work around ...

With two viewports some show flags reset after clicking new actor in Outliner

UE - Editor - Workflow Systems - Feb 12, 2022

In my 2nd viewport I like to turn Mode Widgets and Selection off. After I turn them off, if I select any actor through the Outliner, both those show flags turn back on in my 2nd viewport. I think a ...