Using the new GameplayEffect's component based configuration, selected tags (FGameplayTagRequirements) don't inherit from parent GameplayEffect blueprints to child BPs. ...
Add this code to a function you call from a blue utility widget or any other way to start the import with this code.TArray<UAssetImportTask*> ImportTasks; for (int32 i = 0; i < cFC.Files.Num(); i++) ...
The first time that a Behavior Tree editor window changes from the tree to the Blackboard can cause a crash if you add and remove a key from the Blackboard via a different Behavior Tree editor windo ...
GameplayCues inheriting from GameplayCueNotify_Actor no longer have their Removed functions called when removed via UAbilitySystemComponent::RemoveGameplayCue if GameplayCueNotifyTagCheckOnRemove is ...
Adding a media track(.mp4/avi) into a level sequence causes the editor to hang when scrubbing the timeline, or enabling/disabling the media track. ...
Via UDN: As has been discussed previously here and in CL 20055361, debug information is sometimes missing when compiling with Clang. We've pinpointed this to debug information not being emitted fo ...
Moving a Montage Segment in an Anim Montage via section frame causes the Montage Segment to snap back to the beginning of the timeline. ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984 A widget that is a derived from a child widget reports component variables as Invalid, while the child and parent of that child will ...
Gameplay Ability System Standalone: Removing an attribute set and then removing an active gameplay effect that has a modifier for an attribute from that set results in a crash. Currently, one must ...
Building derived data for AnimSequence does not create deterministic output. Data that is stored to the DDC is expected to be deterministic. If there is a need to store metadata that may vary betwee ...