Blueprint RepNotify functions cannot include a parameter representing the old value of the property

UE - Gameplay - Blueprint - Mar 4, 2021

In C++, a replicated property's RepNotify function can include a parameter that represents the property's value before the new replicated value was applied. In blueprints, RepNotify functions are no ...

Max Depenetration Velocity cannot be set to zero after setting it to a non-zero value

UE - Simulation - Physics - Mar 1, 2021

It seems that when setting the Max Depenetration Velocity to a non-zero value, you are then unable to set it back to 0. Tested in //UE4/Release-4.25 @ CL 14469661 and this did not occur so marking ...

Collision lost from body when using world composition and streaming

UE - Simulation - Physics - Mar 1, 2021

Physics object from a streamed level does not interact with other physics objects in persistent level. ...

Update warning in FActiveGameplayEffectsContainer::ApplyModToAttribute to consider batching

UE - Gameplay - Gameplay Ability System - Feb 19, 2021

The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...

Sequencer custom render pass results are incorrect

UE - Anim - Sequencer - MRQ - Feb 10, 2021

As a result of outputting with Roughness set to 0.5 in the material, it is 0.5 in the viewport and a little lower in the render pass output. Viwport [Image Removed] Render [Image Removed] ...

Editor added components can fail to attach to a native root component

UE - Gameplay - Blueprint - Feb 8, 2021

An actor instance's editor added components can fail to attach to the root component of the actor when changing the native root component's mobility from static to movable. The failure happens durin ...

ProceduralMeshComponent only supports 4 out of the possible 8 UV channels

UE - Graphics Features - Feb 4, 2021

Licensee reports that Procedural Mesh Component is apparently limited to 4 UV channels, which indeed appears to be the case (e.g. UProceduralMeshComponent::CreateMeshSection arbitrarily processing 4 ...

Second controller input doesn't work setting client mode on PIE.

UE - Editor - UI Systems - Feb 3, 2021

When two controllers connected, player2 input is disabled in client mode in PIE. It worked correctly in 4.25, but it has been wrong since 4.26.  Digging into FSlateApplication::ProcessKeyDownEve ...