Replicated Struct with TMap property cannot compile even with custom NetSerialize

UE - Networking - Dec 9, 2021

While TMaps are not supported for replication, previously one workaround for this was to wrap the TMap property in a container struct. Users could then implement a custom NetSerialize function for t ...

Incorrect number of vertices displayed by ProfileGPU command in Cascade particles

UE - Niagara - Dec 9, 2021

This issue was reported by the licensee, but it's possible that the number of vertices in the particles is higher than it really is. ...

Project crashes in split screen when entering water body lake

UE - Graphics Tools - Terrain - Water - Dec 8, 2021

When creating a landscape with a waterbody lake. The engine will crash when in split screen when the player enters the water. This is not regression, it is occurring in 4.26. ...

Linear Color Struct values are changed when upgrading from 4.26.2 to 4.27.1

UE - Gameplay - Blueprint - Dec 2, 2021

It seems that changing the value to something different than the default of a Linear Color Struct variable, results in the value being changed when upgrading the project to a new engine version. Thi ...

[Audio Analysis][Ensure] - Sound Submix Spectral Analyzer Delegate Throws Ensure when Analysis Started Before the Delegate is Added

UE - Audio - Nov 25, 2021

Hit the following Ensure when trying to use the Spectrum Analyser. Also hit this in 4.26 so it doesn't appear to be a regression. Occurs with any of the following Band Settings or when creating you ...

A WaterBody blueprint class with an added component will not compile if Blueprint Nativization is enabled

UE - Graphics Tools - Terrain - Water - Nov 23, 2021

This is Not a regression. Tested in: //UE4/Release-4.26.2 CL15973114 Binary - Reproduced //UE4/Release-4.27.1 CL17735300 Binary - Reproduced When adding a component to a Water Body actor it should ...

Reimporting an FBX causes invalid collision on Spline Mesh Components (PhysX)

UE - Editor - Content Pipeline - Import and Export - Nov 11, 2021

Reported in UDN: [Link Removed] Reimporting a static mesh asset from an FBX file causes collision to disappear on spline meshes referencing the static mesh asset. In investigating this so far, I ...

Cloth debug materials cause asynchronous queue to be flushed out

UE - Simulation - Physics - Character - Oct 25, 2021

The cloth debug materials are causing a slower opening of the editor. Would be better done at plugin initialization time. ...

PVRTC texture is sampled as white when the uv value is very close to 0

UE - Platform - Mobile - Oct 20, 2021

When the uv value is very close to 0 ( < 0.001 ), the boundary value of the PVRTC texture is sampled as white. please refer to attached images and sample project. problem goes away when changing th ...