There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...
Users have come across an issue in 5.4 that causes an assert when many foliage or HISM objects are placed in a level due to a cell size limit. ...
The logic for data validation on UGameplayEffectComponent expects it to be owned by a UGameplayEffect. Any Blueprint derived from UGameplayEffectUIData (child of UGameplayEffectComponent) fails this ...
When multiple duration GameplayEffects apply a GameplayCue with the same tag, the network authority game instance (standalone & servers) will remove all GameplayCues with that tag from the AbilitySy ...
Game code can register listeners to when a GAS attribute changes value, for example by calling: AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(SomeAttribute).AddLambda(); These de ...
Using Fracture/Chaos Destruction with TSR as Anti-Aliasing Method generates smeared images whenever the debris are moving. The client pointed out that the issue might come from GeometryCollectionCom ...
Level Instances are spawned in the origin (0,0,0) after making a packaged build in Linux ...
The IsMainWorldOnly setting for Actor in LevelInstance is not reflected when LevelInstance is in Standalone mode. The setting is respected when LevelInstance is in Embedded mode. The Actor is not l ...
It seems that the debug skeletal mesh in the anim blueprint preview can end up playing the incorrect anim sequences. This happens when a sequence player, with the anim sequence specified via proper ...