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 - 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 ...

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 ...

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.  ...