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 ...
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 based on a const class will continue to be BPTYPE_Const after being reparented to a non const class. ...
A native default subobject can be nulled out during compilation of the owning class in derived Blueprints with circular dependencies. ...
The issue is already fixed in UE5 by CL 14368553. This Jira is created for cherrypick into UE4 ...
in UMaterial::GetAllReferencedExpressions, the mobile branch ignores every CustomOutputExpressions including RuntimeVirtualTextureOutput. ...
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 ...
The Editor crashes when merging a change using the Blueprint Merge tool on Linux. ...
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 ...
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 ...