A crash can occur when modifying a user-defined struct asset that's indirectly accessed through a variable node.

UE - Gameplay - Blueprint Editor - May 11, 2021

If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...

Chaos : Crash when destroying part of Geometry collections clustered by AnchorField

UE - Simulation - Physics - May 10, 2021

Here's a workaround void DestroyParticle(TGeometryParticleHandle<T, d>* Particle) { auto PBDRigid = Particle->CastToRigidParticle(); if(PBDRigid) { RemoveFromMapAndArray(PBDRigid, Ac ...

Seamless travel is preventing Server Travel

UE - Gameplay - May 10, 2021

Seamless travel seems to not be functioning properly.  With Run Under One Process set to false and Seamless travel enabled, the ServerTravel command is not bringing the server to the specified map.  ...

Nativized blueprint does not support reading values from TRange structs

UE - Gameplay - Blueprint - May 10, 2021

Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...

AllowCommandletRendering D3D12 device crash

UE - Graphics Features - May 10, 2021

Problems in skeletal mesh merge

UE - Editor - Content Pipeline - Asset Build - May 10, 2021

There are a few issues a licensee has found with the skeletal mesh merge operation. See the UDN for more details and the proposed fixes. Note, the issue with the cloth merge is already logged in a ...

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 ...