The Duration Magnitude property is not zeroed out if a Gameplay Effect's duration policy is changed from HasDuration to Instant. As a result, UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf e ...
When using Push Replication with blueprints, UK2Node_VariableSetRef nodes do not mark a property as dirty and so the variable is not replicated. ...
UAbilityTask_GrantNearbyInteraction passes itself as the source object when making the Interaction Ability Spec in UAbilityTask_GrantNearbyInteraction::QueryInteractables. This causes the "Warning: ...
When using the Subobject Data Subsystem (Engine\Source\Editor\SubobjectDataInterface\Public\SubobjectDataSubsystem.h), we often have to work with an instance of FSubobjectData (Engine\Source\Editor\ ...
In the blueprint editor when selecting multiple components and resetting a property that exists on both components to its default value, when the components had different default values the editor r ...
As reported by the customer in the related UDN case, when right-clicking a tree item on the Geometry Collection Outliner inside the Fracture Tool, the popup menu should display 4 options for setting ...
An ensure in GatherSubobjectData is being hit under certain inheritance conditions. This appears to be similar and potentially related to [Link Removed] and the fix at CL 16377852. Stepping through ...
Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack. This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...
FSequencer::UpdatePlaybackRange does not check the exclusivity of the new bounds when setting them, but UMovieScene::UpgradeTimeRanges does. ...