Context Instanced Actors can be moved by unchecking Lock Instance Locations on an IAM, and double-clicking into the actor → comp → instance to select an instance. Problem Moving an IA via the giz ...
Context Actors can be converted into Instanced Actors via the IA plugin. During runtime and in the editor, an instanced actor’s visual is generated from the collection of StaticMeshComponents on th ...
User has encountered an issue with shared fragments that contain a member variable of type FInstancedStruct. It appears that UE::StructUtils::GetStructInstanceCrc32() does not correctly compute the ...
UMassAgentSubsystem::HandlePendingInitialization creates a single FEntityCreationContext that is reused across all iterations of the PendingAgentEntities loop. When SpawnEntities eventually calls in ...
It crashed when unspawning an AI which will destroy its entity. Inside DestroyEntities "IsProcessing" is true, but when it breaks into the debugger, "ProcessingScopeCount" is 0 (so IsProcessing shou ...
FSharedStructMemory uses a custom deleter that calls FMemory::Free, but it doesn't call the destructor. FSharedStructMemory's destructor is responsible for correctly destructing the internal ScriptS ...
Workaround: Construct the DefaultSubobject with ... = CreateDefaultSubobject<UMassAgentComponent>(TEXT("MASS"), true); The issue appears to be that the DefaultSubobject holds a pointer to the CDO ...
Repro Rate 10/10 Issue is a Regression as it doesn't occur in 5.1 Parked Cars, Traffic, and Crowds spawn in as expected when launching the project in Game Mode or a Packaged Build Going into the ...
If an actor that is used in the pooled actor list of UMassActorSpawnerSubsystem is destroyed, it causes a nullptr exception in UMassActorSpawnerSubsystem::SpawnOrRetrieveFromPool. The subsystem atte ...
FMassBatchedEntityCommand uses UE_MT_SCOPED_READ_ACCESS in both of its Add methods but it writes data to its TArray that it is supposed to be protecting. ...