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 ...
Instanced EditInlineNew objects are kind of broken right now and hard to make full use of. In addition to the notes above, there are some cases where you can't even assign new values into the base c ...
OnLastChanceToAddNativeTags is called after the call to UAbilitySystemGlobals::Get().InitGlobalData(), so native tags fail to make gameplay cue associations. ...
TextRenderActor is currently under the hidden category in the Actor class, requesting TextRenderActor to be visible under Actor. ...
Structs containing references to instances in the content browser of FloatCurves fail to store these data formats as default values. This was reported and tested in 4.24.2 (CL-11100242). This was r ...
If a level uses most of the time slicing budget but not all, the next level in the list will begin to load and could potentially use the full time slicing budget. In the worst case scenario, you cou ...
As a user I would expect the out execution pin of the LoadStreamLevel node to fire even if the level failed to load. ...