A Child actor spawned via a Child Actor Component that is added to an actor instance using the Subobject Editor is not initialized when using world partition. The spawned child actor is not present ...
This is a race condition, did not crash with -onethread. Attached the collected threaded callstacks, although they look misaligned. Licensee has provided a suggested fix. ...
we can do a "cheap fix" here by adding the "IgnoreTypePromotion" metadata to the date time functions, but there are some underlying issues with the FindBestMatching func in this case causing it to f ...
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 ...
This is a crash related to copying depth-stencil render targets to the CPU. See linked UDN for more info. ...
Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack. This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...
FSequencer::UpdatePlaybackRange does not check the exclusivity of the new bounds when setting them, but UMovieScene::UpgradeTimeRanges does. ...
proposed fix seems ok to me: UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...