When the level currently being edited has unsaved changes and the user opens a new one, the Editor asks if the changes should be saved. If the user answers negatively, the level asset is reverted to ...
When connecting to the server, if the client activates some local cells while the connection is still pending, ULevelStreaming::IsConcernedByNetVisibilityTransactionAck will return false. In this ca ...
When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...
Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine with a "Cannot replace existing object of a different class" message. The conditions to re ...
FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the Game ...
UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...
Because the archetype for scene/static mesh components has a null value for AttachParent, there are some situations where changes to a replicated component's AttachParent are not replicated to clien ...
When receiving a replicated detachment, USceneComponent::PostRepNotifies will call DetachFromComponent with the KeepWorldTransform detachment rule. If the component is detached on the server with th ...
The bWeldSimulatedBodies attachment parameter is not replicated to clients, both in USceneComponent's attachment replication handling and in AActor's FRepAttachment struct. If AttachToComponent is c ...
If the component being attached is received first, OnRep_AttachParent will set bNetUpdateAttachment to true, so USceneComponent::PostRepNotifies will call AttachToComponent. If the attach parent is ...