RemoveWindSource modifies game thread array while in a parallel for loop.

UE - Simulation - Physics - Apr 16, 2021

FScene::RemoveWindSource is called from a parallel for loop, and concurrently deletes wind component pointers from the same game thread array causing crashes when the scene contains multiple wind so ...

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

UE - Anim - Sequencer - 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 - CoreTech - 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 - Gameplay - 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

UE - Editor - Content Pipeline - Asset Build - Apr 28, 2022

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 ...