Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...
A user reported an issue where the cones that represent angular constraints in the PHAT editor are not rendered if Separate Translucency is disabled. This may be related to another issue with Separa ...
This is a common crash affecting users in 4.16. The callstack is similar to [Link Removed], which was fixed in 4.13. User DescriptionsAccidentally duplicated a blueprint with multiple static mesh ...
User comment in crash group:Please Contact me to help fix this. I don't know what else to do. 41 FQuatRotationMatrix(const FQuat& Q) 42 ***** : FQuatRotationTranslationMatrix(Q, FVect ...
Within the project attached, the Sequence Director can not be opened for the Level Sequence "SkateReel Sequencer Crash." The user reports being able to open the Sequence Director prior to copying an ...
The conditions for this bug are fairly specific. The actor must be statically placed, with its only replicated property being the fast array, and net.PushModelSkipUndirtiedFastArrays must be enabled ...
I was able to reproduce this issue 4/4 times, and initially started in version 4.26 to determine if this issue was a regression or not. When copying a 4.27 copied project into 5.0 or 5.1, the 4.27 w ...
When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...
Looks like the resize that does the safe zone update is done before the orientation is updated. I suggested swapping the order to licensee in the UDN ticket and it worked for him. This should be t ...
This is a speculative bug report from the user. The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...