When editing a GameplayTagQuery inside of the editor, there are times when the query editor will not update the query when selecting Ok or fail to return the query to its original state before editi ...
This seems to occur when FTimeline::Stop is called on the client but not on the server, as this will set bPlaying to false locally on the client. Because the value for bPlaying doesn't change on the ...
In the Subobject Data Subsystem, CanPasteSubobjects is BlueprintCallable, but the call to PasteSubobjects is not. Given CanCopySubobjects and CopySubobjects are both BlueprintCallable, the ability t ...
Based on this case here:https://udn.unrealengine.com/s/case/500QP000006rnSEYAY/tsubclassof-with-metablueprintbaseonly-doesnt-appear-to-work From my testing the user seems to be correct. Applying th ...
The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...
This is a regression from 5.3. It should be possible to inherit from ALight outside of the engine module without any sort of errors. Case: [Link Removed] ...
When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...