When a static mesh has the property Affect Indirect Lighting While Hidden enabled, toggling its visibility via the Outliner eye icon does not hide the mesh in the editor viewport. The actor remains ...
In our project do not use iris and we use a subclass UExtendAbilitySystemComponent derived from UAbilitySystemComponent. In this subclass, there is a FastArray member variable named ExtendActivatabl ...
Creating a local variable inside a Blueprint Function with the same name as a replicated property of AActor (for example, “Role” or “RemoteRole”) and then using a connected Set Variable node for it ...
When removing gameplay effects by tag, if the tag that is being removed has other tags that are dependent on it in a cyclical way an "array out of bounds ' error can be triggered. ...
Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...
When both the Sequencer Editor and an Animation Curve Editor are open for the same animation asset, the editor freezes completely upon editing the curve. Analysis indicates that the freeze is caus ...
When a RetainerBox contains a child that for some reason has a desired size of zero, its OnPaint() method can incorrectly return LayerId 0. Afterwards, widgets further down the hierarchy can base th ...
On higher-density Landscapes, Landscape Splines can lead to patterned artifacts in the geometry normals. Also tested on //UE/Release-5.6, CL:45232827 ...
In UE 5.6, heightmap texture compression was introduced. The original implementation did not consider duplicate pixels along subsection and shared textures (multi-component) boundaries. As a result, ...
We've been tracking down a problem recently with the Gameplay Ability System where a gameplay effect is properly removed on the server, but the client has the gameplay effect stuck on permanently. ...