Search in Blueprint can encounter a deadlock condition when the window is closed before the search finishes and an FText lookup is pending

UE - Gameplay - Blueprint Editor - Jun 19, 2024

When a running search in all blueprints is closed, it may prevent an AsyncTask used to return the look up FText's from StringTables from running on the game thread, leading to a deadlock. When the ...

CharacterMovementComponent - Jump incorrectly simulated when moving against a wall, resulting in an apex height lower than expected and framerate-dependent

UE - Gameplay - Jun 17, 2024

The CharacterMovementComponent simulates the position of a jumping/falling character inside function UCharacterMovementComponent::PhysFalling() [CharacterMovementComponent.cpp:4381]. On the main cod ...

Lyra: GA_Melee uses disallowed NetMulticast RPC for melee impact sound

UE - Gameplay - Gameplay Ability System - Jun 13, 2024

The melee gameplay ability GA_Melee uses a NetMulticast RPC which isn't allowed and causes a blueprint validation error: GA_Melee.uasset: Gameplay Abilities are not replicated to Simulated Proxies ...

SpringArmComponent with "Use Camera Lag Substepping" does not handle fluctuating frame rates correctly

UE - Gameplay - Jun 4, 2024

The description of SpringArmComponent's "Use Camera Lag Substepping" option says "sub-step camera damping so that it handles fluctuating frame rates well". However, as noted and explained by a licen ...

Queued AnimNotifies skipped on Server via CharacterMovement.

From a licensee: The issue is that under certain edge conditions I am experiencing Anim Notifies not being executed on our Dedicated Server ( it is an off case, so they typically do work, there a ...

Nanite mesh shadows not updating when CSMCaching enabled

UE - Platform - Mobile - May 25, 2024

A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...

Actor instance FComponentReference to other actor instance gets nulled on other actor recompile

UE - Gameplay - Blueprint Compiler - May 21, 2024

An editable FComponentReference property on an actor instance can be used to reference another actor's component in the scene. In 4.27 and earlier versions these references were retained when the ot ...

Guid reference warnings when using the Take Recorde

UE - Anim - Sequencer - Take Recorder - May 14, 2024

When we record a Take from a level actor, a warning about referencing the same Guid inside LazyObjectPtr.h appears. The functionality of the LevelSequence works as expeced, but when the initial tak ...

Editing Filtered Channels in Details panel doesn't update Spawn Control Node

UE - Anim - Rigging - Control Rig - May 7, 2024

An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable.  Here is a video with the issue: [ ...

SubobjectDataSubsystem functions do not show up in blueprint editor.

UE - Gameplay - Blueprint - Apr 15, 2024

Licensee was not able to access SubObjectDataSubsystem functions from their blueprint editor, as the functions (such as "GatherSubobjectDataFromInstance") did not show up in the right-click menu and ...