Blueprints keep BPTYPE_Const after UCLASS(const) mark up is removed from parent or being reparented

UE - Gameplay - Blueprint Editor - May 7, 2021

Blueprints based on a const class will continue to be BPTYPE_Const after being reparented to a non const class. ...

Actor components added natively can be set to null on derived blueprints during blueprint compilation

UE - Gameplay - Blueprint Compiler - May 7, 2021

A native default subobject can be nulled out during compilation of the owning class in derived Blueprints with circular dependencies.  ...

'recompileshaders changed' doesn't work

UE - Graphics Features - May 7, 2021

The issue is already fixed in UE5 by CL 14368553. This Jira is created for cherrypick into UE4 ...

Changing the name of a native component results in a blank details panel

UE - Gameplay - Components - May 7, 2021

Much like [Link Removed] (which I'm backing down on my by design claim), there is an issue where if you previously referenced a component that no longer exists, the correct instanced subobject is lo ...

Material instance changes are not retained whilst using Empty Actor to switch between spawned meshes with blueprints

UE - Graphics Features - May 6, 2021

TestActor references Shape_Cube_2 and Shape_Cube_3.  TestActor blueprint shows the logic 2DSideScrollerCharacter blueprint contains the keyboard control logic. ...

GetAllMobileRelevantLayerNames drops those layers which are only connected to RuntimeVirtualTextureOutput Node

UE - Graphics Features - May 6, 2021

in UMaterial::GetAllReferencedExpressions, the mobile branch ignores every CustomOutputExpressions including RuntimeVirtualTextureOutput. ...

Crash when creating a static mesh from a Procedural Mesh Component that has been used with a Create Mesh Section node

UE - LD & Modeling - Modeling Tools - Mesh Editing - May 5, 2021

When creating a static mesh from a Procedural Mesh Component that has been used by a Create Mesh Section node, the editor crashes. The editor doesn't crash when selecting the Create Static Mesh butt ...

The space between multi line text is gone in game when the text box is placed in a retainer box

UE - Editor - UI Systems - May 4, 2021

When using a Text Box with multiple lines inside a Retainer, the lines overlap with each other depending on the letters. It doesn't look this way in the Widget Designer. Additionally, it doesn't loo ...

Crash in MaterialInstance when deleting a layer

UE - Graphics Features - May 4, 2021

Repro from licensee here - [Link Removed] ...

CullDistanceVolumes don't update correctly

UE - Graphics Features - May 4, 2021