Context The property 'DefaultStartingData' in AbilitySystemComponent can be configured from blueprint to spawn default attribute sets. This happens OnRegister. For runtime spawned actors like pawns ...
Adding a second effect to the Submix Effect Chain on a Submix works as expected, but when trying to add a Submix Effect via Blueprint, there is no effect. This also applies to "Add Master Submix Ef ...
When a collision enabled RBAN node attempts to collect surrounding meshes, if there is a mesh with UseComplexAsSimple, it will hit the Ensure when cloning a mesh on the task graph thread. Disabling ...
Performing a Hot Reload after creating a custom UClass class can result in a crash. This was reported on Linux, but reproduced on Windows. Additional testing will be done on Linux to confirm the is ...
Randomly selecting a character class from the GameMode constructor using ConstructorHelpers::FClassFinder can result in default or null character being set when the level is reloaded. It appears tha ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
Disabling any plugin causes packaging failure. No repro in 4.19 Also occurring when Disabling all platforms except for windows and changing configuration from development to shipping. ...
"Active" marker on shot track scales improperly when using Time Scale ...
UNetDriver::DestroyedStartupOrDormantActors maintains a list of deleted startup (and dormant) actors. This is used to notify clients that have joined the server of Actors that need to be destroyed ...
When server traveling, client may crash due to lag while attempting to replicate object/property. ...