This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
The "OtherActor" pointer in an FComponentReference is invalidated when the referenced actor is reinstanced after compilation. ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...
Edit: Please investigate for not only root component changes, but native component hierarchy changes in general and whether those hierarchy changes apply to actor instances saved as part of maps. O ...
RemoveAfterSecondsLambda in AddTimedDisplay function may access released memory during level transitions. The following workaround works : void UViewportStatsSubsystem::AddTimedDisplay(FText Text, ...
Tested in: //UE4/Release-4.27 CL 18319896 Input pin was of type Vector //UE5/Release-5.0 CL 20979098 Input pin was of type Vector 3f //UE5/Release-5.1 CL 22346211 Input pin was of type Vector 3f Th ...
AdditionalServerGameOptions are only applied in UEditorEngine::LaunchNewProcess if the instance is a listen server, with these options being ignored for dedicated servers. Additionally, AdditionalSe ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...