Unable to increment TMap value if Key is zero. Changing the TMap Key to 1 on Add will allow the Value of "Key 0" to be incremented. User Description: It seems as if the 'Find' node for the newly ...
Because UNetDriver::ProcessRemoteFunction does not check if the actor has been torn off, it's possible for the server to send a RPC for a torn off actor if it still exists on the server and client. ...
A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...
Sequencer animation stutter when using Run Dedicated Server causes character to drift. This doesn't happen when "Run Dedicated Server" is disabled. Licensee Description: We are having an issue wit ...
Set Ignore Look Input stacks the resulting value each time it is called. If Set Ignore Look Input is called more than once with the same value, it will take as many calls with the opposite value to ...
When using the Set Array Elem and an empty Boolean array the results from a print string differ when testing an actors hidden value. It seems that this logic will always return true as it references ...
A UDN user found that calling AbilitySystemComponent->RemoveReplicatedLooseGameplayTag(TagToRemove); while the gameplay tag was not in the TagMap, will create an entry for it with count 0, see ...
When you place a Child Actor into Static Mesh Actor Derived BP then place that BP into another BP of the same class as another child actor, the thumbnails of all Blueprints in your project will incl ...
When you use MoveTo BT node, with a target set as Actor and your AIController is DetourCrowdAIController, the AI pawn will update its goal destination much less frequently. Instead of constantly fo ...
Setting the Emitter Time module with an emitter that is not set to loop will result in an incorrect render of the particles past the emitter duration. Emitter Duration set to 3 seconds:[Image Remov ...