UGameplayTagsManager::OnLastChanceToAddNativeTags initialization order problem with UGameplayCueManager

Gameplay - Feb 21, 2020

OnLastChanceToAddNativeTags is called after the call to UAbilitySystemGlobals::Get().InitGlobalData(), so native tags fail to make gameplay cue associations.  ...

Show created text object's (TextRenderActor) tag under Actor instead of the component

Gameplay - Feb 19, 2020

TextRenderActor is currently under the hidden category in the Actor class, requesting TextRenderActor to be visible under Actor.  ...

FloatCurveAsset reference is lost when reopening a Struct

Gameplay - Feb 18, 2020

Structs containing references to instances in the content browser of FloatCurves fail to store these data formats as default values. This was reported and tested in 4.24.2 (CL-11100242). This was r ...

Adding multiple streaming levels to the world in a single frame can potentially exceed time slicing budget

Gameplay - Feb 17, 2020

If a level uses most of the time slicing budget but not all, the next level in the list will begin to load and could potentially use the full time slicing budget. In the worst case scenario, you cou ...

Load Stream Level action doesn't trigger out execution pin if the level is invalid

Gameplay - Feb 14, 2020

As a user I would expect the out execution pin of the LoadStreamLevel node to fire even if the level failed to load.  ...

UserDefinedEnum variables in UserDefinedStructs aren't properly updated when the enumerations are reordered.

Gameplay - Feb 4, 2020

UserDefinedEnum variables in UserDefinedStructs aren't properly updated when the enumerations are reordered. FEnumEditorUtils::BroadcastChanges fixes up Blueprints but not UserDefinedStructs.  ...

Gameplay Cue Tag Refences doesn't include blueprint nodes

Gameplay - Jan 28, 2020

See this UDN post. ...

World Memory Leak crash creating new level blueprint after editing sub level blueprint

Gameplay - Jan 27, 2020

Crash occurs when the user adds a sublevel to the current level, edits the sublevel's level blueprint, and then attempts to make a new level. The state which triggers the crash seems to be when the ...

Child Animation Blueprints Do Not Get Recompiled Correctly

Gameplay - Jan 7, 2020

The child of an animation blueprint is not properly recompiled when the it's parent is compiled. Found in 4.24.1 CL#10757647 ...

Action Rpg Sample Creating a new GameplayCue handler crashes the editor in 4.24

Gameplay - Dec 17, 2019

In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...