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 ...
When Game Feature Data assets are loaded as part of the Registering step in the game feature state machine used by Lyra and other games, they register themselves by calling AddGameFeatureToAssetMana ...
During seamless travel, the engine renames kept actors into the transition/destination level. This process results in the actor's components being unregistered and re-registered. For the ability sys ...
This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
The "OtherActor" pointer in an FComponentReference is invalidated when the referenced actor is reinstanced after compilation. ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...
Edit: Please investigate for not only root component changes, but native component hierarchy changes in general and whether those hierarchy changes apply to actor instances saved as part of maps. O ...
RemoveAfterSecondsLambda in AddTimedDisplay function may access released memory during level transitions. The following workaround works : void UViewportStatsSubsystem::AddTimedDisplay(FText Text, ...