Nativized blueprint does not support reading values from TRange structs

UE - Gameplay - Blueprint - May 10, 2021

Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...

Problems in skeletal mesh merge

UE - Editor - Framework - Asset Build - May 10, 2021

There are a few issues a licensee has found with the skeletal mesh merge operation. See the UDN for more details and the proposed fixes. Note, the issue with the cloth merge is already logged in a ...

Blueprints keep BPTYPE_Const after UCLASS(const) mark up is removed from parent or being reparented

UE - Gameplay - Blueprint Editor - May 7, 2021

Blueprints based on a const class will continue to be BPTYPE_Const after being reparented to a non const class. ...

Actor components added natively can be set to null on derived blueprints during blueprint compilation

UE - Gameplay - Blueprint Compiler - May 7, 2021

A native default subobject can be nulled out during compilation of the owning class in derived Blueprints with circular dependencies.  ...

'recompileshaders changed' doesn't work

UE - Rendering - May 7, 2021

The issue is already fixed in UE5 by CL 14368553. This Jira is created for cherrypick into UE4 ...

GetAllMobileRelevantLayerNames drops those layers which are only connected to RuntimeVirtualTextureOutput Node

UE - Rendering - May 6, 2021

in UMaterial::GetAllReferencedExpressions, the mobile branch ignores every CustomOutputExpressions including RuntimeVirtualTextureOutput. ...

Copy/Pasting static meshes from the level into a blueprint doesn't work

UE - Editor - Framework - Apr 29, 2021

It's likely that this bug has been around for quite a while. The user reports that the issue could possibly be in FCustomizableTextObjectFactory::ProcessBuffer, but this seems more like it could be ...

Crash when using the Blueprint merge tool

UE - Gameplay - Blueprint Editor - Apr 26, 2021

The Editor crashes when merging a change using the Blueprint Merge tool on Linux.  ...

UCanvasRenderTarget2D crashes on some video cards if the BGRA format is selected

UE - Rendering - Apr 26, 2021

The reason for the crash is that the underlying resource uses DXGI_FORMAT_B8G8R8A8_TYPELESS, and UAV support for that format is optional. UCanvasRenderTarget2D sets bCanCreateUAV to true always, wit ...

Force Feeback Attenuation assets can't be created in the editor

UE - Gameplay - Apr 22, 2021

ForceFeedback Attenuation assets aren't an option because they are filtered out of the list  in UAssetToolsImpl::IsAssetClassSupported. This happens because there isn't a valid AssetTypeActions clas ...