This was found by a customer through a UDN, and they offered the fix for it, as well. The basic steps to reproduce the crash are as follows:call GEditor->SetPropertyColorationTarget(...) somewhere i ...
The Duration Magnitude property is not zeroed out if a Gameplay Effect's duration policy is changed from HasDuration to Instant. As a result, UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf e ...
The GameViewportSubsystem removes all widgets from the viewport in UGameViewportSubsystem::HandleRemoveWorld which is bound to the FWorldDelegates::OnWorldBeginTearDown and FWorldDelegates::OnPreWor ...
Tooltips within Page 1 of the Texture Atlas Visualizer in Widget Reflector are displaying the incorrect asset. This issue is occurring in Binary //UE5/Release-5.3 at CL 26560699 This issue is occur ...
When playing Standalone or as Listen Server, whenever a GameplayEffect with a duration is applied that fires gameplay cues, the server will locally execute OnActive twice on GameplayCueNotify_Actors ...
https://udn.unrealengine.com/s/question/0D54z00009UJv5HCAT/lags-in-animation-when-set-leader-pose-component-is-used From licensee: "USkinnedMeshComponents have the option to double-buffer their bo ...
This is a bug reported from a UDN customer with a sample project and video attached that goes over the input consumption states and how they are incorrectly being set when changing UI modes ...
Only the last element of this array is taken into account when adding defaults tracks. It looks like in FLevelSequenceEditorToolkit::AddDefaultTracksForActor a map is built mapping the property owne ...