Context AbilitySystemComponent has a virtual function virtual void OnTagUpdated(const FGameplayTag& Tag, bool TagExists); that gets called when a gameplay tag gets added or removed, so whenever ...
A crash can occur when a member of a UStruct has a category with the "|" symbol and is trying to be displayed inside by the FDetailLayoutBuilderImpl class. This happens when there is a UStruct memb ...
Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...
In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...
Hi, while trying to workaround this: https://udn.unrealengine.com/s/question/0D54z00008kTgHCCA0/variant-manager-crash-in-upropertyvaluehasvalidresolve I thought I would not create variant sets act ...
Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...
The game can crash when one thread clears RunTimeToPSOUsage while another thread is expecting it to contain a PSO it is registering stats for. Thread A: calls CacheGraphicsPSO() Thread B: calls C ...
The following code example will generate category rows with nullptr assigned to OnPasteFromTextDelegate which causes a crash if the user tries to paste onto a row. Once you have this code create th ...
This issue occurs when placing a breakpoint inside a loop in a blueprint's Event Graph or Function Graph. The breakpoint is only triggered once, even though the loop should continue executing. When ...