The OutHit from a LineTraceByChannel against a landscape in Editor is not returning the Physical Material of that landscape. While PIE there is no issue. While using BoxTrace (even in Editor) there ...
They've nailed it down to the following logic FUIActionBinding::TryCreate which doesn't check for the InputAction specified.// Make sure there is no existing binding for the same action associated w ...
The Duration Magnitude property is not zeroed out if a Gameplay Effect's duration policy is changed from HasDuration to Instant. As a result, UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf e ...
Sometimes GPU ribbons will link between one another like this, checking in the debugger you can see that the RibbonIDs are different. [Image Removed] ...
How to Reproduce: 1. Open Editor 5.3 (ReltestB) in Localized version (culture= ) 2. Click on the "show" icon in the level viewport 3. Navigate to the following locations in the Show menu and observ ...
If attaches a StaticMeshComponent with collision active to another actor with a SkeletalMeshComponent simulating physics by socket name the StaticMeshComponent miss collision for simulation. Chec ...
There's actually two issues going on here: 1. The REINST references are incorrect, and due to [Link Removed]. 2. Blueprint created components will always have different names between the instance ...
If an actor that is used in the pooled actor list of UMassActorSpawnerSubsystem is destroyed, it causes a nullptr exception in UMassActorSpawnerSubsystem::SpawnOrRetrieveFromPool. The subsystem atte ...