Native gameplay tags in plugins are cleared when reading config files

UE - Gameplay - Aug 14, 2024

When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...

Crash when a subsystem calls GetSubsystemArray() on its owner while engine code is iterating on subsystems also obtained through GetSubsystemArray()

UE - Gameplay - Aug 6, 2024

In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...

Visual Logger bForceUniqueNames does not result in unique names (regression)

UE - Gameplay - Jul 25, 2024

Just a regression introduced with the VisLogger changes. ...

Regression - Inherited component properties on actor instances of derived blueprints are silently reset to defaults when the blueprint is compiled, causing data loss

UE - Gameplay - Jul 19, 2024

In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...

Natively declared Gameplay Tags aren't counted by Reference Viewer when set default by ctor

UE - Gameplay - Jul 11, 2024

Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...

CharacterMovementComponent - Jump incorrectly simulated when moving against a wall, resulting in an apex height lower than expected and framerate-dependent

UE - Gameplay - Jun 17, 2024

The CharacterMovementComponent simulates the position of a jumping/falling character inside function UCharacterMovementComponent::PhysFalling() [CharacterMovementComponent.cpp:4381]. On the main cod ...

Instanced object in an array property of an actor component is invalidated and marked for garbage collection on undo

UE - Gameplay - Jun 4, 2024

If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...

Case Child Actor Component validation error when set as editor-only

UE - Gameplay - Jun 4, 2024

When a blueprint actor with a child actor component is placed in a level, and the child actor component is set as editor-only, the output log will show a validation error when the actor is moved and ...

SpringArmComponent with "Use Camera Lag Substepping" does not handle fluctuating frame rates correctly

UE - Gameplay - Jun 4, 2024

The description of SpringArmComponent's "Use Camera Lag Substepping" option says "sub-step camera damping so that it handles fluctuating frame rates well". However, as noted and explained by a licen ...

GameplayTagQuery in editor can fail to update to new values or reset after being cancelled

UE - Gameplay - Apr 25, 2024

When editing a GameplayTagQuery inside of the editor, there are times when the query editor will not update the query when selecting Ok or fail to return the query to its original state before editi ...