Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...
Different results in //UE4/Release-4.27 CL#18319896 On Instance Take Radial Damage will not receive radial damage against Foliage. ...
Migrating to a Game Feature plugin can result in assets' losing references. From User: "Migrating assets to a game feature plugin's content directory leaves them having invalid references, editor t ...
Editing an array of gameplay tags on a component belonging to an actor instance can lead to a crash. There are inconsistencies with how the Gameplay Tag Editor widget behaves:Array of gameplay tags ...
The Game Features plugin does not create a Plugins or a GameFeatures folder in the project location. This prevents a user from making a new Game Features (Content Only) and a Game Features (With C++ ...
See linked UDN for more information. ...
Restart Player at Transform inside of GameModeBase leaves the character unpossessed when called. Repro Rate: 4/4 Tested in //UE4/Release-4.27 @ CL#18319896 and the player character successfully re ...
After dispossessing an NP-simulated pawn, it appears that the last frame of input is used for the continued simulation of the pawn. For example, a client player may be holding down continuous inp ...
An error is thrown when adding an action mapping to an Input Mapping Context object. LogEditCondition: Error: EditCondition parsing failed: Field name "bIsPlayerBindable" was not found in class "En ...
Float values with the meta tag expose on spawn aren't retaining their value when the value is set with a Spawn Actor node. It appears to only be floats. Maybe it has something to do with the change ...