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 ...

Enum to string conversion has different results in PIE vs Cooked builds

UE - Gameplay - Blueprint Runtime - Aug 17, 2021

This is because the metadata is editor only and will be stripped in a cooked build. We should make the behavior of the to string function consistent between PIE and a cooked build. ...

Ensure in MovieScenePropertyTrack when packaging

zComponent - Archive - Aug 24, 2021

USkeletalMesh::SetSkeleton function is not a BlueprintSetter

UE - Editor - Content Pipeline - Asset Build - Oct 28, 2021

I have a fix ready for this in cl: 17967661 ...

FFieldPath resolution doesn't handle redirection

UE - Core - Systems - Feb 16, 2022

A licensee has found that redirectors don't apply to FFieldPath. We should integrate it with the following changes:It needs better error handling (looks like it could infinitely recurse),The change ...

Type Promotion nodes break connections to other nodes

UE - Framework - Blueprint Editor - Apr 7, 2022

SpeedTree asset import data seemingly not marked editor only object

UE - Editor - Content Pipeline - Import and Export - May 3, 2022

Licensee reports log spam when running editor in -game mode, complaining that a SpeedTreeImporter plugin object can't be loaded. This would be because some UObject defined by the SpeedTree editor p ...

Material slot assignment incorrect after mesh reduction completely removes all triangles from a section

When mesh reduction results in a section becoming empty, the material slots are incorrectly assigned. e.g. if section 0 gets removed due to it having no triangles after reduction, then its material ...

VRS doesn't respect the AdditionalShadingRatesSupported flag

UE - Graphics Features - May 27, 2022

D3D12 needs to check the flag D3D12_FEATURE_DATA_D3D12_OPTIONS6::AdditionalShadingRatesSupported and filter out VRS modes that aren't supported. This flag should be put into something like "GRHISupp ...