Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...
UDN reported: Lyra bots will sometimes play their weapon fire failure anim montage "randomly". The reporting licensee found that this happens when another bot in the level is reloading. The gamepla ...
If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...
The description of SpringArmComponent's "Use Camera Lag Substepping" option says "sub-step camera damping so that it handles fluctuating frame rates well". However, as noted and explained by a licen ...
When editing a GameplayTagQuery inside of the editor, there are times when the query editor will not update the query when selecting Ok or fail to return the query to its original state before editi ...
This seems to occur when FTimeline::Stop is called on the client but not on the server, as this will set bPlaying to false locally on the client. Because the value for bPlaying doesn't change on the ...
In the Subobject Data Subsystem, CanPasteSubobjects is BlueprintCallable, but the call to PasteSubobjects is not. Given CanCopySubobjects and CopySubobjects are both BlueprintCallable, the ability t ...
Based on this case here:https://udn.unrealengine.com/s/case/500QP000006rnSEYAY/tsubclassof-with-metablueprintbaseonly-doesnt-appear-to-work From my testing the user seems to be correct. Applying th ...
The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...