Deprecated Event Dispatchers on components do not warn on their attached actors

Gameplay - Blueprint Editor - Apr 5, 2021

[Link Removed] ...

Single Layer Water shader doesn't accept Realtime Raytracing Shadows

Rendering - Apr 1, 2021

This might be feature request? ...

Ensure condition failed : loading sublevels containing reflection captures, UpdateAllReflectionCaptures may be called twice

Rendering - Apr 1, 2021

If sublevels containing multiple reflection captures are loaded in consecutive ticks and the execution timing of UpdateMaxCubemaps on rendering thread is delayed, UpdateAllReflectionCaptures will be ...

Async Task nodes placed in editor only modules should not issue a warning if the proxy class is set to something in the game module

Gameplay - Blueprint Compiler - Mar 30, 2021

Because the proxy class is set to something within the game module, no warning is placed on the node as the outer package ends up being a valid Runtime module. This should actually be a warning in ...

Add OnlyOwnerSee support to DecalComponents

Rendering - Features Teams - Mar 24, 2021

The bOnlyOwnerSee flag is used to hide primitives per view. Because UDecalComponent doesn't inherit from UPrimitiveComponent it doesn't support this. We need to add this funtionality to UDecalCompon ...

Add a "Move Function Declaration to Parent" option for blueprint added functions

Gameplay - Blueprint Editor - Mar 21, 2021

Users requested the ability to move only the function declaration to a base class from blueprints instead all of the nodes inside the function.  From the user:  "Essentially, 95% of the time wha ...

Cannot paste emitter overview node after it has been cut with ctrl+x

Rendering - Niagara - Mar 20, 2021

When pasting an emitter from a copied overview node, only the node is pasted, and it relies on duplication of the emitter to do the actual copy. When cutting a node we delete it, along with the emit ...

Inversing the scale of a skeletal mesh when it's simulating physics results in the mesh and collision being flipped

Simulation - Physics - Mar 18, 2021

The attached project has 3 skeletal meshes. One with its original transform and then 2 copies with an inversed scale in the X axis for one and the Y axis for the other. When pressing play, the meshe ...

SpeedTree velocities broken

Rendering - Features Teams - Mar 18, 2021

Rotational root motion accumulation to worldspace can add invalid translation

Anim - Gameplay - Mar 8, 2021

When a character is playing an animation that contains rotational root motion and that character is placed on a moving actor, an invalid translation component is introduced to the worldspace positio ...