Create an asset containing a RetainerBox in UMG, then add the created UMG to the viewport using AddViewport. Running MRQ after this causes a crash. ...
It is possible to add items to a replicated fast array that are not intended to be replicated to the clients. For example, FGameplayAbilitySpecContainer has a custom ShouldWriteFastArrayItem impleme ...
It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...
Subgraphs do not seem to be evaluating properly with Quick Render. Message from the EPS: "While testing out Quick Render, I've found that subgraph nodes are not being evaluated. Digging into it dee ...
Using MotionMatching with a PoseSearchSchema with a Trajectory grouping. The query gets rotated to match the capsule/mesh component instead of the offset root/actual location of those bones/trajecto ...
I am seeing an cook failure at the very beginning. It goes away with a retry step via Horde. Please find attached call stack. I am able to consistently reproduce it by wiping all the DDC cache and ...
The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. ...
Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
Geometry Collection's Chaos Cache Static Pose Scrubbing broken in 5.6 due to Custom Renderer GeometryCollectionRootProxyRenderer. The licensee has provided his analysis: In 5.6, when creating a Geo ...
When a node has a variable assigned to one of its pins. You will get a crash every time you add a pin. I am sure this goes for all nodes with with the "add pin" functionality [Link Removed] ...