Pasting timeline components into another actor and then choosing "cancel" on fix self context function references results in a broken state

Gameplay - Sep 13, 2021

upd. Regression was checked on //UE4/Release-4.26 CL 15973114, issue was reproduced. Regression - No ...

A node in function run even if disabling compile of the node

Gameplay - Aug 3, 2021

Disabling BP node will function properly in event and macro, but it does not work in function. ...

Spectator pawn and player state missing references to each other during replay playback

Gameplay - Jul 29, 2021

When playing back a replay, the spectator controller's pawn and player state are missing references to each other, which is usually handled in APawn::PossessedBy. ...

Seamless travel is preventing Server Travel

Gameplay - May 10, 2021

Seamless travel seems to not be functioning properly.  With Run Under One Process set to false and Seamless travel enabled, the ServerTravel command is not bringing the server to the specified map.  ...

Force Feeback Attenuation assets can't be created in the editor

Gameplay - Apr 22, 2021

ForceFeedback Attenuation assets aren't an option because they are filtered out of the list  in UAssetToolsImpl::IsAssetClassSupported. This happens because there isn't a valid AssetTypeActions clas ...

An array of structures variable has its values reset when the structure is modified without recompiling the blueprint

Gameplay - Apr 2, 2021

An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...

Loading a blueprint with an invalid gameplay tag container pin causes ensure and data loss

Gameplay - Feb 23, 2021

The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...

Update warning in FActiveGameplayEffectsContainer::ApplyModToAttribute to consider batching

Gameplay - Feb 19, 2021

The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...

Selecting multiple actors with differing DataTableHandles causes data loss

Gameplay - Jan 4, 2021

The data table customization (and probably others) tries to aggressively clear out row references that are not valid in the table they point to. This breaks when selecting multiple actors or objects ...