The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
In KismetArrayLibrary.h, functions that modify the array property call MARK_PROPERTY_DIRTY(Stack.Object, ArrayProperty). Because these calls use the stack object and not the property's owner, modify ...
The "OtherActor" pointer in an FComponentReference is invalidated when the referenced actor is reinstanced after compilation. ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...
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, ...