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] ...
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 ...
When inherited, it is reasonable to expect the tags added by the parent to be reflected in the children. If the parent is editted after the children, however, tags that are added or deleted are not ...
GDelayTrimMemoryDuringMapLoadMode is a CVar that controls whether a garbage collection should take place during map change after unloading the previous map and before loading the new one. By default ...
An ensure in GatherSubobjectData is being hit under certain inheritance conditions. This appears to be similar and potentially related to [Link Removed] and the fix at CL 16377852. Stepping through ...
The issue appears to that CheckLedgeDirection almost always returns true, which returns the leftward side step. This is correct for the leftward direction, but is not valid for the rightward directi ...
Normal variables with gameplay tag defaults will show up in the reference viewer.Other reference types used as a local variable default value will show up in the reference viewer correctly. ...