Conditional Gameplay Effect triggers a breakpoint in a networked client

UE - Gameplay - Gameplay Ability System - May 23, 2023

It seems to be related to the removal tag requirements of the GE_Test1_2 gameplay effect, which does work but still gives the pending removes error. ...

After attach a component to a simulated component by socket miss collisions

UE - Simulation - Physics - Jun 9, 2023

If attaches a StaticMeshComponent with collision active to another actor with a SkeletalMeshComponent simulating physics by socket name the StaticMeshComponent miss collision for simulation. Chec ...

SplineComponent - setting roll affects tangents

UE - Framework - Components - Jun 12, 2023

Licensee reports issue with setting roll on a spline component control point. ...

Level and Blueprint viewports have different behavior when calling FComponentVisualizerManager::HandleClick

UE - Gameplay - Blueprint Editor - Jun 22, 2023

User reports a difference in how component visualizer clicks are handled in editor vs blueprint viewports. This is likely not intentional, just a case of a difference in control flow in each viewpor ...

Odd behavior in Lyra when a key is down and focus is received back on the player from UI with gamepad buttons

UE - Gameplay - Input - Jun 29, 2023

This is only happening with gamepad buttons it appears. This is likely not Lyra specific, but has something to do with how the state of gamepad keys are being evaluated. I think that it may be becau ...

Geometry collection - source geometry not updating and reset bug

UE - Simulation - Physics - Aug 17, 2023

This issue was reported by a customer trying to modify the static meshes of a GeometryCollection. After removing some meshes from the Geometry Source, he used the Reset button to apply the changes t ...

Channel Mask Parameter UI display discrepancy

UE - Rendering Architecture - Materials - Aug 22, 2023

UAssetImportTask::bReplaceExisting is not supported with interchange

UE - Editor - Content Pipeline - Import and Export - Aug 25, 2023

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++) ...

Static Mesh Scene Actor Flipped Normals

UE - Rendering Architecture - Aug 31, 2023

Static meshes can have normals flipped when the actor they are attached to has one component of its scale inverted. ...