If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...
UAbilitySystemComponent::DestroyActiveState() is called when the component is unregistered (OnUnregister) and when its destroyed (OnComponentDestroyed). It performs state cleanup such as canceling a ...
On welding physics bodies during primitive component attachment, UPrimitiveComponent::WeldToImplementation() calls GetRootWelded() and then GetBodyInstance() on the returned root. This searches by b ...
This is a common and longstanding crash that has occurred since at least 4.15 and affected nearly 500 users. The CrashGroup was previously linked to [Link Removed], but that had specific repro step ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
This seems to occur due to an interaction between how Iris handles serializing the FGameplayAbilityTargetData_SingleTargetHit struct and how the FActorInstanceHandle HitObjectHandle in the FHitResul ...
Overview: Function at fault: FSocketSteam::RecvFrom (https://github.com/EpicGames/UnrealEngine/blob/c3caf7b6bf12ae4c8e09b606f10a09776b4d1f38/Engine/Plugins/Online/OnlineSubsystemSteam/Source/Private/ ...
When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...
This Jira was created from the linked EPS case: =============================================== This issue is caused by FSharedStruct batching reachability requests to the same underlying FInstan ...
Other than the presence of the error and the performance cost of looking for a package on disk that does not exist, there are no behavioral problems. When running with legacy (non-iostore) pakfiles ...