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. ...

5.3 crashes when loading a map with an actor that had the class of one of its components changed

UE - Gameplay - Components - Feb 1, 2024

Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...

Keep Simulation Changes does not work for Actors that have replaced root component

UE - Gameplay - Components - Jan 31, 2024

RelativeLocation and RelativeRotation in the root component are collected in UActorComponent::AllUCSModifiedProperties, so copying simulation result is skipped in EditorUtilities::CopyActorPropertie ...

Map actor reconstruction does not reattach external non-root components

UE - Gameplay - Components - Jan 17, 2024

For two map placed actors, if one actor B's non root component is attached to another actor A, the attachment is not retained when actor A reruns its construction script, such as when moving actor A ...