[AI] BehaviorTreeEditor crash when swapping from Behavior Tree to Blackboard view.

UE - AI - BehaviorTree - Aug 24, 2023

The first time that a Behavior Tree editor window changes from the tree to the Blackboard can cause a crash if you add and remove a key from the Blackboard via a different Behavior Tree editor windo ...

Looping Gameplay Cues are not removed if GameplayCueNotifyTagCheckOnRemove is true

UE - Gameplay - Gameplay Ability System - Aug 24, 2023

GameplayCues inheriting from GameplayCueNotify_Actor no longer have their Removed functions called when removed via UAbilitySystemComponent::RemoveGameplayCue if GameplayCueNotifyTagCheckOnRemove is ...

Debug information is sometimes missing when compiling with cl-clang

UE - Foundation - Cpp Tools - UnrealBuildTool - Aug 24, 2023

Via UDN: As has been discussed previously here and in CL 20055361, debug information is sometimes missing when compiling with Clang. We've pinpointed this to debug information not being emitted fo ...

Unable to set simulate physics to false through blueprints

UE - Simulation - Physics - Aug 24, 2023

If "Editable when Inherited" is disabled for the static mesh component the issue does not occur. The bug could be related with other UDN cases:https://udn.unrealengine.com/s/case/5004z00001ruXmEAAU ...

Animation Montage Section Frame snaps montage segments to beginning of timeline

UE - Anim - Runtime - Aug 23, 2023

Moving a Montage Segment in an Anim Montage via section frame causes the Montage Segment to snap back to the beginning of the timeline. ...

Widget that is a derived from a child widget reports component variables as Invalid

UE - Editor - UI Systems - Aug 23, 2023

This is not a regression. Tested in //UE5/Release-5.2 CL26001984 A widget that is a derived from a child widget reports component variables as Invalid, while the child and parent of that child will ...

Combining Layered Blend Per Bone with Cached Pose nodes can break root motion extraction

UE - Anim - Gameplay - Aug 23, 2023

When the input to a Layered Blend Per Bone node is two instances of the same cached pose, we aren't sampling root motion correctly.  In the attached example, the weight on the root bone is 0 and Ble ...

GAS: Removing an AttributeSet followed by removing an active GameplayEffect results in client crash

UE - Gameplay - Gameplay Ability System - Aug 23, 2023

Gameplay Ability System Standalone: Removing an attribute set and then removing an active gameplay effect that has a modifier for an attribute from that set results in a crash. Currently, one must ...

AnimSequence derived data is non-deterministic

UE - Anim - Runtime - Aug 23, 2023

Building derived data for AnimSequence does not create deterministic output. Data that is stored to the DDC is expected to be deterministic. If there is a need to store metadata that may vary betwee ...

Common UI/Enhanced Input UI action binding issue

UE - Gameplay - Input - Aug 23, 2023

They've nailed it down to the following logic FUIActionBinding::TryCreate which doesn't check for the InputAction specified.// Make sure there is no existing binding for the same action associated w ...