Static mesh components spawned and added to a trigger actor results in them being invisible. This does not occur if the user uses an actor with a collision component. ...
Loading a blueprint that uses the GetOptions meta data causes an ensure ...
UGameplayAbility::ConfirmTaskByInstanceName() has an incorrect code comment that was copied and pasted from UGameplayAbility::CancelAbility(). The comment for UGameplayAbility::ConfirmTaskByInstance ...
The console command AbilitySystem.Debug.NextCategory incorrectly has the same description as AbilitySystem.Debug.PrevTarget instead of its own accurate description. ...
Assert Crash when Attempting to rename Vector variable with open split pins ...
Creating a reroute node between a class variable and a "Spawn actor for gameplay task's" class pin will cause the variable attached to the instigator pin to disconnect. ...
REGRESSION: This regressed between 4.23 and 4.24 Assets set directly in a soft object reference pin on a blueprint function are not correctly referenced. ...
Streaming a level back in before it finishes streaming out behaves undesirably. When a level is streamed out the actors/components in the level are incrementally unregistered over multiple frames. ...
When using 'showdebug abilitysystem' and switching debug target actor with Page Up and Page Down. It will not change to show the debug attributes info for the new target. The debug will still only s ...
Converting a C++ enum to a string should be a consistent result, however when running in the editor it returns the display-name value instead of the index value. This prevents C++ UENUMs from being ...