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 ...
When analyzing materials that use Material Layers, Material Analyzer reports that multiple Material Instances “share the same static parameter array” and therefore recommends reparenting so that onl ...
When MovementMode is set to PHYS_Flying, the character may unexpectedly step down by MaxStepHeight when colliding with a wall near a ceiling. This occurs because UCharacterMovementComponent::StepUp ...
When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...
Categories are not processed correctly for gameplay tags when meta "Categories" is used. Categories filter which categories appear for the mentioned gameplay tag variable and with recent changes, it ...
When a Geometry Collection is in a Blueprint, attached to other components, it can render incorrect motion vectors at some angles. In the test project, any angle that is not a multiple of 45 will re ...
A licensee has reported that it is not possible to disable texture streaming of a given TextureLODGroup by setting "NumStreamedMips=0" in their device profiles. Currently, using 0 results in the sam ...
Setting Allow CPU Access on the mesh, or setting bSupportsManualVertexFetch=1 in Engine.ini, avoids the crash. ...
When a montage slot node output is pushed to a Pose Cache and used in a Two-Way Blend, the value returned by GetSlotNodeGlobalWeight will be the current fractional value rather than the actual globa ...