Action RPG Sample packaging fails with BP Nativization method set to Inclusive

Gameplay - Blueprint - Dec 3, 2020

Not a regression as this also occurs in 4.25.4 Packaging does not work with BP Nativization on exclusive or inclusive (see [Link Removed]) Error Messages (see log for full output, many related err ...

Action RPG Sample packaging fails with BP Nativization method set to Exclusive

Gameplay - Blueprint - Dec 3, 2020

Not a regression as this also occurs in 4.25.4 Packaging does not work with BP Nativization on exclusive or inclusive (see [Link Removed]) Error Message: C:\Users\corey\Documents\Unreal Projects ...

Black viewport with artifacting when changing to MSAA with Forward Shading enabled

Rendering - Dec 2, 2020

DID NOT OCCUR IN BP FPS PROJECT - might be ContentExamples specific This issue does not occur when forward shading is disabled. Viewport error reads: TOO MANY OVERLAPPING SHADOWED MOVABLE LIGHTS ...

Ensure when changing to MSAA with Forward Shading enabled - Entry.RenderTarget->GetNumSamples() == NumSample

Rendering - RHI - Dec 2, 2020

DID NOT OCCUR IN BP FPS PROJECT - might be ContentExamples specific This issue does not occur when forward shading is disabled. This is not a regression as the same issue is hit in 4.25.4 ...

Error when exporting OBJ unattended

Tools - Import - Dec 1, 2020

When doing an unattended OBJ export with python. The export will fail and give the atteched callstack. ...

Persistent Local Booleans do not serialize with CPF_SaveGame

Gameplay - Blueprint Runtime - Nov 30, 2020

A persistent local boolean will not serialize even though it is marked with CPF_SaveGame, when other types will (such as an integer).  [Image Removed] [Image Removed] ...

Particle Data Exports only work in the final simulation stage

Rendering - Niagara - Nov 30, 2020

Particle data will not be exported unless it is in the final simulation stage. ...

Material PlatformStats Android GLES&Vulkan Pixel Shader Row is empty

Platform - Mobile - Nov 26, 2020

I think it's caused by mismatching names of shadertype, which was hand-coded in MaterialStatsCommon.cpp ...