ULevelInstanceSubsystem::OnActorDeleted: check(!IsEditingLevelInstanceDirty(LevelInstance) && !HasDirtyChildrenLevelInstances(LevelInstance)); ...
Licensee is reporting an intermittent crash when using the rewind debugger in the Game Anim Sample. ...
When running in the Editor, actor owning a UCameraTestComponent that sets DesiredView.Rotation Pitch below -90 or over 90 will attach to the Editor Camera as if it was being piloted. The licensee re ...
This is a regression. Assertion thrown while attempting to change a Float value on a Sky Light component using the Set Editor Property node. Different property values can trigger this assertion bes ...
In the implementation of FFrontendFilter_ShowOtherDevelopers, the developer folder is determined by whether the asset path starts with /Game/Developers/. However, when "Show All Folder" is enabled, ...
The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
Created based on user report. The constructor of FGameplayEffectCustomExecutionParameters generates a FActiveGameplayEffectHandle that gets put in GlobalActiveGameplayEffectHandles::Map and stays t ...
The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...