Cannot compile a nativized Blueprint with a function that takes an interface as an input parameter and uses it inside the function (e.g. dynamic cast to object).

Gameplay - Blueprint - May 27, 2020

Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...

FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always

Core - May 7, 2020

FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always. Because of FLLMTracker::FLLMThreadState::GetFrameStatTotals don't amount to about CustomTags. Following code will ...

Calling a native interface function implemented by a non-nativized Blueprint asset from a nativized Blueprint asset will silently fail at runtime.

Gameplay - Blueprint - Apr 29, 2020

In the sample project we have a Widget Blueprint asset (SomeWidget) that implements a native interface (PrintSomethingInterface.h). However, in the DefaultEditor.ini file, we've also excluded all Wi ...

Returning the base class type by literal value in a base class function will return a different value in a child class when it's nativized.

Gameplay - Blueprint - Apr 27, 2020

If a base class function returns its own class as a literal value, the nativization process will emit the literal term as "GetClass()" rather than as the actual value (e.g. UBPBase::StaticClass()). ...

The behavior of translucent sorting is different between 4.23 and later.

Rendering - Features Teams - Apr 24, 2020

Also, from 4.23 onwards, if you move the mesh back and forth, the order of the  translucent sort will be switched. ...

Typo: Top Down Sample Template has two folders for lighting. One is spelt "lightting"

Docs - Samples - Apr 23, 2020

Typo of lighting exists in the Top Down Template map.  ...

The OnUnPossess() method of the AAIController class is triggered twice

Gameplay - AI - Apr 21, 2020

The OnUnPossess() method of the AAIController class is triggered twice ...

UProceduralMeshComponent::UpdateMeshSection does not call UProceduralMeshComponent::UpdateCollision

Physics - Apr 20, 2020

Updating a procedural mesh results in an incomplete collision update. Collision bounds appear to get updated properly, but collision data is not updated, despite a navigation rebuild being triggered ...

Get polygon data via GetPolysInBox that are outside the box

Gameplay - AI - Apr 6, 2020

GetPolysInBox should get only the polygons(FNavPoly) that are on the bounds of the box. However, there are cases where polygon data outside the bounds of the box is currently obtained. It gets polyg ...