See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...
Associated UDN [Link Removed] We've been having some issues with the replication of attributes. Namely we have an OnRep_ function for an attribute that receives FGameplayAttributeData& OldValue a ...
When we create curves on additive animations, we are creating a curve based on whether the curve exists in either the base or additive pose. This wouldn't be the expected behaviour for a user when ...
There is some unexpected behaviour around GameFeature Plugins (GFPs) when packaging with chunking enabled most noticeable when using PrimaryAssetLabels (PALs). Firstly, PrimaryAssetLabels do not ap ...
It seems like if replication is re-enabled for a given property, its state should be force synced (depending on replication conditions). Otherwise, the state will remain "out of sync" for an indeter ...
[Edit]: This should no longer be a crash as of 4.19.2 - we should only get ensure() reports with this callstack. ===== This is a common crash coming out of 4.18. Users have not provided any descript ...
This is caused by adding an item to a grid panel inside the grid panel iteration loop. The same operation to canvas panel goes well without any errors. The difference is that the array iteration in ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...