Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...
When importing a static mesh with a second UV channel setup for the lightmap the second UV is no longer being automatically assigned as the lightmap coordinate index. In 4.12 the second UV detected ...
There are some weird things happening with layout recently, like UE-37541 which doesn't allow the user to save their layout, then reset it to the saved layout. Interesting thing to note is that wh ...
A user reported an issue where the cones that represent angular constraints in the PHAT editor are not rendered if Separate Translucency is disabled. This may be related to another issue with Separa ...
Auto Reimport source paths can cause a crash with the editor. I couldn't narrow down in my limited testing what would cause the crash vs what would not with these file paths. The one in my attached ...
User comment in crash group:Please Contact me to help fix this. I don't know what else to do. 41 FQuatRotationMatrix(const FQuat& Q) 42 ***** : FQuatRotationTranslationMatrix(Q, FVect ...
The conditions for this bug are fairly specific. The actor must be statically placed, with its only replicated property being the fast array, and net.PushModelSkipUndirtiedFastArrays must be enabled ...
When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...
Looks like the resize that does the safe zone update is done before the orientation is updated. I suggested swapping the order to licensee in the UDN ticket and it worked for him. This should be t ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...