The logic for data validation on UGameplayEffectComponent expects it to be owned by a UGameplayEffect. Any Blueprint derived from UGameplayEffectUIData (child of UGameplayEffectComponent) fails this ...
UAssetManager::ChangeBundleStateForPrimaryAssets allows adding new BundleNames to the list of BundleNames loaded for a PrimaryAssetId. Each BundleName specifies a BundleEntry with a list of assets. ...
Opening the maps from the Soul: City asset pack on Linux causes a crash. This seems to be rendering related. It was originally reported as a Vulkan specific issue but we've reproduced it without Vul ...
For many years there has been a static function on UEnum called GetValueAsString which would convert an enum like EAttachmentRule::KeepWorld to the string "KeepWorld", if you passed in the explicit ...
Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...
This crash is caused by how source control history is managed and shown. In this specific case the source control software is Perforce. As written in the repro steps, it can happen to any uasset tha ...
This behavior can pause well for the first time playback, but it will not work for the second time. Also, as you touch the seek bar you will be able to pause. ...
Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...
If the objects are set to simulate physics via the details panel it works fine If the objects are set to simulate physics via a level BP the radial force doesn't work Attached video shows you how to ...
When using the command Slate.EnableLayoutCaching 1, The Play button is removed from the tool bar after exiting play. ...