iOS/TVos/Mac Compilation Error - Argument List Too Long

Platform - Mobile - Oct 8, 2020

Compilations are failing on iOS, tvOS and Mac due to the following clang error: clang: error: unable to exectute command: posix_spawn failed: Argument list too long ...

UBlueprintFileUtilsBPLibrary is inaccessible through Python script

Tools - Python - Oct 7, 2020

The BlueprintFileUtilsBPLibrary API is not accessible through python scripts run in the editor. Attempting to run a script utilizing BplueprintFileUtilsBPLibrary results in:LogPython: Error: Traceb ...

"Out of video memory" crash when attempting to save many assets with source control enabled

Rendering - Sep 25, 2020

This will only repro when connected to source control ...

Crash running construction script after compiling BP function library

Gameplay - Blueprint - Sep 15, 2020

Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...

Parameterized Vector4 is treated as Float3

Rendering - Aug 28, 2020

A Parameterized Vector4 are being treated as Float3. This prevents users from being able to use Vector4s in an If node during runtime. This is seen as far back as //UE4/Release4.22 cl 8065155 so th ...

Current animation asset is lost in animation preview when a post process anim BP is compiled

Anim - Anim Blueprints - Aug 3, 2020

UDebugSkelMeshComponent and PreviewInstance are lost current animation asset. There are 2 ways to fix below void UDebugSkelMeshComponent::InitAnim(bool bForceReinit) { // If we already have Pre ...

Lightmaps not carrying over with 'Save Current As'

Rendering - Jul 17, 2020

I can reproduce it, other developers reported to me too.  Not a problem in 4.22 ...

VFInitRotation(Cascade) always provides the same rotation

Rendering - Cascade - Jun 30, 2020

This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...

When changing the size of detail panel for animation state in Animation Blueprint diff tool, GetSelectedProfileName will occur crash

Anim - Jun 24, 2020

When trying to display BlendProfile property in Animation Blueprint diff tool, it will occur crash, because EditableSkeleton is null in SBlendProfilePicker::GetSelectedProfileName(). So, a followin ...

Particles can flicker at the end of first emitter loop when interpolated spawning is enabled

Rendering - Niagara - Jun 18, 2020

Particles flicker at the end of first emitter loop when interpolated spawning is enabled This issue does not occur if interpolated spawning is disabled. This issue does not occur for any of the su ...