Edit: Please investigate for not only root component changes, but native component hierarchy changes in general and whether those hierarchy changes apply to actor instances saved as part of maps. O ...
"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...
RemoveAfterSecondsLambda in AddTimedDisplay function may access released memory during level transitions. The following workaround works : void UViewportStatsSubsystem::AddTimedDisplay(FText Text, ...
Tested in: //UE4/Release-4.27 CL 18319896 Input pin was of type Vector //UE5/Release-5.0 CL 20979098 Input pin was of type Vector 3f //UE5/Release-5.1 CL 22346211 Input pin was of type Vector 3f Th ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
This is NOT a regression. Tested In //UE4/Release-4.27 at CL18319896 Printing an actor's transform as a string returns transform and rotation with a colon, but returns scale without. ...
When the default value of an Instanced variable defined in C++ is changed, it is not reflected in the default value of an Actor placed on a Level. In the reproduction procedure, when the default v ...
Game feature plugins load config files in a different way than normal plugins, which is confusing and can lead to broken behavior unless the developer knows about these issues ahead of time. The loa ...
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