Restart Player at Transform inside of GameModeBase leaves the character unpossessed when called. Repro Rate: 4/4 Tested in //UE4/Release-4.27 @ CL#18319896 and the player character successfully re ...
After dispossessing an NP-simulated pawn, it appears that the last frame of input is used for the continued simulation of the pawn. For example, a client player may be holding down continuous inp ...
An error is thrown when adding an action mapping to an Input Mapping Context object. LogEditCondition: Error: EditCondition parsing failed: Field name "bIsPlayerBindable" was not found in class "En ...
Float values with the meta tag expose on spawn aren't retaining their value when the value is set with a Spawn Actor node. It appears to only be floats. Maybe it has something to do with the change ...
You can use the "Spawn Emitter Attached" function as a work around ...
When EndAbility calls blah it always sets the value of bWasCancelled to false instead of passing along the correct value. Associated UDN: [Link Removed] ...
Associated UDN [Link Removed] We've been having some issues with the replication of attributes. Namely we have an OnRep_ function for an attribute that receives FGameplayAttributeData& OldValue a ...
An actor with an AbilitySystemComponent that is spawned by a ChildActorComponent will have a null AbilityActorInfo. This leads to a crash in the ASC when GetDebugTarget attempts to access AbilityAct ...
Native Gameplay Tag dev comments don't show up in tag tooltips. ...
This is an interesting bug because it is only happening on BeginPlay. I guess that there is some order of operations that the camera manager uses during creation that will stop if the game is paused ...