Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
User reports an unreasonably long editor freeze when a significantly large number of components need to be processed in the SCS editor tree view (tens of thousands) when selecting an instance of a B ...
The steps above are reduced to their simplest expression. I appears that several customers complained about lightmap baking resulting in glowing objects. This typically happens on interior door fr ...
User reported that Soft Object Pointers may not fire RepNotifies properly. This is likely also the case with Weak Object Pointers (and other similar wrappers). The main problem is that these all ge ...
If an ActorComponent contains a UObject property of a type that is DefaultToInstanced, any time a Blueprint of a class containing that ActorComponent is compiled the UObject value is reset to None. ...
Per Licensee: Hello, We are migrating our project from 4.18 to 4.19.2 and we are encountering various crashes while opening our material and material functions. I'm adding a simple test case here. ...
Using Granular Synth with Stream Cache enabled, Granular Synth will stay silent since it cannot load the sound with Stream Caching turned on. This was reported and tested in 4.25 (CL-13144385). Thi ...
The issue occurs when you simply move the material node itself and click the 'Apply' button to begin compiling shaders. Once it has completed, the number of texture samples increases for the Stats a ...
No user comments in crash group 208 check(Layout.ResourceOffsets.Num() == NumResources); 209 210 for (int32 i = 0; i < NumResources; ++i) 211 { 212 ...
Various users have reported seeing the default UE splash logo appear briefly before their custom launch screen appears. This was reported to have been seen in 4.25, and did not occur for users in 4. ...