There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...
In order to fix a major issue involving dissapearing actors during cook, we added instancing context duplication in 31925640. This actually undoes the optimization made from 26543720 Both reported ...
The logic for data validation on UGameplayEffectComponent expects it to be owned by a UGameplayEffect. Any Blueprint derived from UGameplayEffectUIData (child of UGameplayEffectComponent) fails this ...
When multiple duration GameplayEffects apply a GameplayCue with the same tag, the network authority game instance (standalone & servers) will remove all GameplayCues with that tag from the AbilitySy ...
Game code can register listeners to when a GAS attribute changes value, for example by calling: AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(SomeAttribute).AddLambda(); These de ...
When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
Using Fracture/Chaos Destruction with TSR as Anti-Aliasing Method generates smeared images whenever the debris are moving. The client pointed out that the issue might come from GeometryCollectionCom ...
After compiling the Animation Blueprint (ABP) during Play In Editor (PIE), the callback registered with UAnimInstance::AddNativeStateEntryBinding() in NativeInitializeAnimation() stops functioning a ...
It seems that the debug skeletal mesh in the anim blueprint preview can end up playing the incorrect anim sequences. This happens when a sequence player, with the anim sequence specified via proper ...