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 ...
Editor preferences are not successfully exporting in //UE5/Release-5.1 This issue is occurring in Binary //UE5/Release-5.1 at CL 23901901 This issue is NOT occurring in Binary //UE5/Release-5.0 at ...