Child actor primitive root component failing to decrement attachment counter to 0 before UPrimitiveComponent::FinishDestroy

UE - Gameplay - Components - Aug 8, 2024

Dragging a BP actor containing a child actor component of an actor class with a static mesh as its root component into the scene viewport will cause artifacts and hit SceneData.AttachmentCounter.Get ...

Pasting custom data floats from a text editor into a instanced static mesh component crashes the editor

UE - Gameplay - Components - Aug 5, 2024

When an instanced static mesh component with a material using a PerInstanceCustomData node has its data floats pasted in, the editor crashes with an "Array index out of bounds" error. The licensee w ...

Cook Determinism - Construction Scripts and ChildActorComponent issues with DiffCooks

UE - Gameplay - Components - Jul 26, 2024

To step through the issue, in the -DiffOnly cook add a breakpoint to UChildActorComponent::OnRegister and UChildActorComponent::OnUnregister. It should hit 4 times:Once when LoadPackage loads the ma ...

check(!bPostTickComponentUpdate) fails triggered by ~FStaticMeshComponentBulkReregisterContext() and FD3D12DynamicRHI::ProcessInterruptQueueUntil()

UE - Gameplay - Components - Jul 23, 2024

Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...

In editor, custom primitive data dont work on instance static meshes in bp instance

UE - Gameplay - Components - Jun 25, 2024

Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...

Inconsistent handling of child actor component mobility mismatches.

UE - Gameplay - Components - May 22, 2024

If you have; BP_Foo, that has a ChildActorComponent of BP_Bar, and you set the Mobility of BP_Bar to Moveable, then place BP_Foo in a level and cook it. BP_Bar will end up at origin with a static at ...

CharacterMovementComponent: simulated proxy can go into falling due to linear velocity quantization when using custom gravity

UE - Gameplay - Components - Mar 8, 2024

The character movement component in  void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...

USkeletalMeshComponent::HandleExistingParallelClothSimulation() calling WaitUntilTaskCompletes can trigger arbitrary task that modifies currently iterated UWorld::ComponentsThatNeedPreEndOfFrameSync

UE - Gameplay - Components - Feb 23, 2024

Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...

CharacterMovementComponent: make crouching behavior compatible with custom gravity direction

UE - Gameplay - Components - Feb 20, 2024

CharacterMovementComponent has recently received support for custom gravity directions. Crouch logic needs to be updated to account for custom directions. Currently, crouching logic in CMC assumes Z ...

USplineComponent::GetSplinePointAt() returns FSplinePoint with incorrect Type

UE - Gameplay - Components - Feb 15, 2024

USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...