UAbilityAsync objects do not properly support a way to EndAction like a UAbilityTask. ...
Any instances of a Blueprint class that were given a custom label in the World Outliner will have their labels reset to the object instance name whenever that Blueprint class is recompiled. The lab ...
Tracking a potential issue where components in C++ are being "lost" prior to BeginPlay. Renaming the reference variable seems to work around the issue, but the cause is currently unknown/needs more ...
FAnimNode_TransitionPoseEvaluator can cache a pose over multiple frames using FStackAttributeContainer rather than the heap equivalent. This will likely crash at some point if any user uses the cac ...
The ConstructObjectFromClass node no longer allows connections to the "Outer" input pin that are not of a type that's derived from the current Blueprint class (self). Previously, users could connec ...
Is this a bug with OpenXR tracking in OpenXRHMD.h:145? virtual void SetTrackingOrigin(EHMDTrackingOrigin::Type NewOrigin) override { TrackingSpaceType = (NewOrigin == EHMDTrackingOrigin::Floor ...
When EndAbility calls blah it always sets the value of bWasCancelled to false instead of passing along the correct value. Associated UDN: [Link Removed] ...
Two conditions for this bug to appear:The new actor class we are re-parenting to overwrites the root component in C++The map is not loaded while re-parenting No current workaround other than to rep ...
Event dispatchers (i.e. delegate property values) are currently copied to the new instance when users copy/paste/dupe actors. However, this means that if you have an instance whose dispatcher is dy ...
A licensee was trying to extend the FSkelMeshSection, FSkelMeshRenderSection and USkeletalMesh serialisers with their licensee version number and found that the FSkeletalMeshRenderData::Cache functi ...