Gameplay ability blueprints cannot be debugged in multiplayer

UE - Gameplay - Gameplay Ability System - Aug 19, 2022

The object filter in the blueprint debugger can be used to filter breakpoints to a specific instance of an object. This is important for multiplayer because there will be multiple versions of the sa ...

Pose watches don't display correctly with compatible skeletons

UE - Anim - Runtime - Anim Blueprints - Aug 19, 2022

"Hello, we've found a quirk with ABP's pose watch and compatible skeletons. Same setup as above. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share similar hiera ...

Blueprint functions with nested structs referencing UDataAssets generate errors if root not passed by value.

UE - Gameplay - Blueprint - Aug 17, 2022

The source of the error appears to be a stray DefaultValue="None" that's contained within the inner "Test_Nested_TestContainer" split pin (copy/paste the node to notepad to see this). If you refresh ...

Copying collapsed graph with a node with a custom Exec pin results in duplicate pin name

UE - Gameplay - Blueprint Editor - Aug 17, 2022

When duplicating a collapsed blueprint graph which has a node with a custom Exec pin, this results in blueprint compilation error that a duplicate named pin is found. Duplicated exec pins aren't ass ...

[AI] Navmesh does not generate correctly on a negatively scaled ISM.

UE - AI - Navigation - Aug 16, 2022

Setting a single axis of an ISM negative results in navmesh not being generated on top of it. However, setting 2 axes to negative scale does have the navmesh generate as is expected.  Also see more ...

Stride Warping in manual mode not activating correctly based on first StrideScale

UE - Anim - Gameplay - Aug 15, 2022

From licensee: If StrideScale is 1 the first time through, it initialises the StrideScaleModifierState to 1 and doesn't require updating so leaves the CachedDeltaTime at 0 by never calling Update_I ...

Duplicating an actor with a blueprint bound delegate behaves unexpectedly

UE - Gameplay - Blueprint - Aug 15, 2022

When the trigger is duplicated, the contents of its OnActorBeginOverlap MC delegate are copied, which contains a reference to the BP actor that added the binding to the original trigger. Marking th ...

[MetaSounds][Inputs] - When multiple copies of an input node are on the graph, all connections reconnect to one node when an input is renamed

UE - Audio - MetaSounds - Aug 13, 2022

If there are multiple copies of an input on the graph, when it is renamed, all the connections are broken and rerouted to a single node, orphaning the rest on the graph. I believe this may be a dupl ...

[Audio Capture] - Editor crashes when activating an Audio Capture component when there are no active input or output devices avilable

UE - Audio - Aug 12, 2022

If a device has no available input or output devices, activating an Audio Capture component will cause the device to crash. Occurs in Editor and Runtime. Assertion failed: NumTotalFrames > 0 [File:E ...