Array references are not recognized in Blueprint

Gameplay - Oct 12, 2020

Link to test project: [Link Removed] In BP_MyPlayerController event graph, “T” is bound to a Blueprint function called “BPSetMyArrayElement0To5”. “BPSetMyArrayElement0To5” calls the C++ function ...

DefaultToSelf on a TScriptInterface parameter does not default correctly

Gameplay - Blueprint - Aug 31, 2020

This issue seems to stem from the incorrect constructor being called for TScriptInterface, so the correct Interface pointer does not get called. If you explicitly connect a reference to "Self" to ...

Lightmaps not carrying over with 'Save Current As'

Rendering - Ray Tracing - Jul 17, 2020

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

Can't connect nor send packet via TCP socket in iOS

Platform - Mobile - Jun 9, 2020

TCP Socket messaging in iOS seems not working.  ...

Bind Cloth to Master Pose Component not working

Physics - Clothing - Apr 7, 2020

Bind Cloth to Master Pose Component is not copying the sim buffer to the target skeletal meshes. ...

Transform gizmo is not working when nearclipplane in project settings > Engine > General settings is 0.00001

Rendering - Mar 23, 2020

Setting near clip plane like 0.00001 makes unable to move with transform gizmo. if user set value to 0.0001, it is no longer reproduced. it should clip value like 0.00001 ...

Snap to grid shortcut does not work when the coordinate's decimal value is set to a low value

Tools - Mar 19, 2020

Snap to grid shortcut does not work if the decimal value of the (X or Y or Z) coordinate is set too low.  Note: Adjusting the Y or Z value after setting the X value to -64.000038 will allow the ...

Crash when using Share Material Shader Code and Native Metal Libs with r.Shaders.Optimize=0

Rendering - RHI - Mar 17, 2020

Using r.Shaders.Optimize=0 with native metal libs results in a crash of the packaged build at runtime. Workarounds is to either not use native metal libs for text shaders or in MetalShaders.cpp co ...

Draw Brush Polys is not displayed when Separate Translucency is enabled

Rendering - RHI - Mar 9, 2020

This is working properly in 4.21.2 ...

UDIM textures have default Tiling Method set to Wrap but causes incorrect filtering on edges.

Tools - World Composition - Mar 6, 2020

UDIM textures have default Tiling Method set to Wrap but causes incorrect filtering on edges. It should be set to Clamp or Mirror by default. ...