When removing gameplay effects by tag, if the tag that is being removed has other tags that are dependent on it in a cyclical way an "array out of bounds ' error can be triggered. ...
Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...
When both the Sequencer Editor and an Animation Curve Editor are open for the same animation asset, the editor freezes completely upon editing the curve. Analysis indicates that the freeze is caus ...
We've been tracking down a problem recently with the Gameplay Ability System where a gameplay effect is properly removed on the server, but the client has the gameplay effect stuck on permanently. ...
When HitLighting is enabled, SBT commit is running on the Graphic Queue, and the pass "LumenSceneLighting->offscreenshadows->LumenDirectLightingHardwareRayTracingRGS" that uses SBT could run on the ...
"UPrimitiveComponent::bStaticWhenNotMoveable"'s category is set to Lighting, not Physics. This causes it to be hidden when lighting-related properties are hidden, even though it controls physics sta ...
When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...
When a client disconnects/unpossesses a mover character, the character's Network Prediction Component will re-configure itself now that it does not have a net connection. However, this handling will ...
Context: By default, Unreal Engine creates both simple and complex shapes, then, based on what the user wants (complex query versus simple query), the physics solver will use the corresponding shape ...
Actors attached to a skeleton imported through a FBX file with the Front Facing X-Axis option enabled are flipped when the skeleton is animated. ...