An array of structures variable has its values reset when the structure is modified without recompiling the blueprint

UE - Gameplay - Apr 2, 2021

An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...

[Feature Request] Single Layer Water shader doesn't accept Realtime Raytracing Shadows

UE - Graphics Features - Lumen - Apr 1, 2021

This might be feature request? ...

Current Max Draw Distance Field doesn't update if actor detail panel is open when Desired Max Draw Distance is changed in BP Editor

UE - Gameplay - Blueprint - Mar 30, 2021

This issue seems to occur if and only if viewing the value in the details panel. Following the above repro steps without looking at the value in the details panel, and then clicking the asset to ins ...

Placing WaterBody makes sub-levels that should have no effect dirty

UE - Graphics Tools - Terrain - Water - Mar 30, 2021

This issue occurs when using the Landscape Streaming Proxy. ...

Attach options for attach tracks do not work with additive transform sections

UE - Anim - Sequencer - Mar 30, 2021

Attach options don't work for additive blend types (Additive, Relative and Additive From Base) ...

Skelmesh Bake Materials doesn't remove old materials from slots

UE - World Creation - Worldbuilding Tools - Merge Actor - Mar 24, 2021

When an LOD get materials reduced to one with Bake Materials, it doesn't delete the extra slots on the LOD. So if starting with 10 slots on the skelmesh, then baking, slot 1 gets the newly baked mat ...

[Feature Request] Add Next-Gen Console Options to the UnrealVS Quick Build Menu

UE - Foundation - Cpp Tools - UnrealVS - Mar 23, 2021

There's currently no next-gen console options for the Quick Build menu for UnrealVS.  It'd be nice to have support for these as well! ...

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

UE - 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 ...

Moving a function to the parent class does not update the FunctionReference on calling nodes

UE - Gameplay - Blueprint Editor - Mar 19, 2021

When SMyBlueprint::OnMoveToParent() gets called the callsites of the function are never updated in dependent blueprints. This results in any UK2Node_CallFunction's not having their `FunctionReferen ...

SpeedTree velocities broken

UE - Graphics Features - Mar 18, 2021