Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
This is a trending crash coming out of the 4.17.0 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack shares some similarities to an older 4.14 ...
The problem seems to come from a notify having its LinkedMontage set to null when RefreshBranchingPointMarkers() is called. IsBranchingPoint() fails in this case, so it's never registered as a branc ...
From licensee: The height of Nanite rendered landscape does not match the height of non-nanite landscape. The error gets worse if you increase the Z Scale of the landscape actor. Our project rec ...
When a Niagara System is placed at around 10^8 units away from the origin, the movements of the mesh particles aren't smooth as expected, but jumpy. These particles behave as if they are using a flo ...
The steps above are reduced to their simplest expression. I appears that several customers complained about lightmap baking resulting in glowing objects. This typically happens on interior door fr ...
When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux. In Engine ...
When starting the Editor, Layered Blend Per Bone nodes using Blend Masks inside dynamically linked Anim Layers completely ignore the blend pose (evaluating to 0.0 weight for all bones). Disconnectin ...
UPoseAsset::SetBasePoseName() does not correctly set the BasePoseIndex when a valid pose name is provided. Regardless of input, the pose defaults back to ReferencePose. Upon inspection of the implem ...
When loading soft object paths directly, it applies any important CoreRedirects by calling the function FixupCoreRedirects if the initial load attempt fails. In the repro steps, this will apply this ...