UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...
Consider an array property that can be edited in the StateTree editor. This can be a State Parameter or an exposed property of a Condition or Task, for example. Each element of the array can be boun ...
The engine crashes when renaming a localizable asset inside an L10N folder. The engine attempts to associate it with the original localizable asset, but it is unable to find it and ends up accessing ...
When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...
In split-screen, Niagara GPU Distance Field collision appears to be evaluated against only the first view passed into the Niagara GPU sim (view index 0), rather than per split-screen view. Because G ...
With dormancy disabled, it seems that actors marked as dormant are not registered as expected with Iris. Even if the actor is woken up or flushed before making changes to its properties, the client ...
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 ...
In AActor::GatherCurrentMovement, bWasAttachmentModified will be set to true if the actor’s root component has an AttachParent, even if none of the values in the AttachmentReplication struct have ch ...
Up to UE 5.5, skeletal mesh physics did not get updated when the component's scale changed. This was improved on January 2025 with CL 39190335, which addressed [Link Removed] ...
There is a bug affecting DetailGroups in the engine. When adding child DetailGroups to a parent DetailGroup, the expansion state does not behave as expected and ignores the flags intended to control ...