Creating a 64K texture triggers an out of memory crash

Rendering - Sep 21, 2020

When building very large textures (such as virtual textures) we allocate very large intermediate buffers for compression at full 4 channel float precision. For a 64K texture this can be 64GB in siz ...

Many native-only interfaces incorrectly appear as implementable by blueprints

Gameplay - Blueprint - Sep 14, 2020

Right now, any UINTERFACE that is not marked as CannotImplementInterfaceInBlueprint is shown as implementable in blueprint. If these functions have BlueprintCallable functions or related things then ...

Crash renaming nested struct member while the pin is split on a node

Gameplay - Blueprint - Sep 14, 2020

Crash occurs when the user renames a nested struct member variable while there's a struct pin split in a blueprint. ...

Editor freezes when searching for blueprints while another search is active and indexing is in progress

Gameplay - Blueprint Editor - Sep 10, 2020

The editor will freeze if the user starts a search for blueprints while a search is already happening during blueprint indexing. ...

Persistent note on custom event when param is created from connecting array - "No value will be returned by reference"

Gameplay - Blueprint Compiler - Sep 10, 2020

If the user creates an array parameter on a custom event node by connecting a pin to it, a persistent node will appear on the node that cannot be cleared. This only occurs if the param is created b ...

Crash when attempting to deform a landscape when Paint Layer has not been used - Assertion failed: !TargetProxy->HasLayersContent() || !InCanUseEditingWeightmap || EditingLayerGUID.IsValid() [LandscapeEdit.cpp Line: 5252]

Tools - Landscape - Sep 9, 2020

The editor crashes when attempting to draw a weight blended texture to the landscape if it hasnt been used on that landscape yet. This crash can be completely avoided if the stone texture is painted ...

Cloth painter hangs while pressing H to preview the masks

Physics - Clothing - Sep 8, 2020

The DerivedDataCache for the whole SkeletalMesh doesn't need to be rebuilt while previewing the mask painting, since it will be rebuilt when exiting the painter anyway.  ...

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 ...

Disconnecting root node in behavior tree editor has no effect

Gameplay - AI - Aug 27, 2020

I was testing some behavior tree content and wanted to temporarily disable a behavior tree entirely. So, I disconnected the root node from the selector node below it and expected that to disable the ...

Private and Protected functions do not display in the context menu in child BPs

Gameplay - Blueprint Editor - Aug 27, 2020

This was introduce by changes to UEdGraphSchema_K2::CanFunctionBeUsedInGraph in CL 9230757 for UE-66161. ...