The delegates for actor should show up in the Detail tab like components. There should be an "Event" group and list all available delegates, and designers can click on the "+" sign to add event on t ...
The LogActor is set to "CompileTimeVerbosity=Warning", so it cannot output more than the "Warning" level. ENGINE_API DECLARE_LOG_CATEGORY_EXTERN(LogActor, Log, Warning); Suggest the following ...
Adding an Event Dispatcher to the Level Blueprint and then renaming the initial graph node within that Event Dispatcher prevents deletion from that point forward. Renaming the Event Dispatcher from ...
To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
Added and Removed tags are cleared in inherited gameplay tag containers. This came from the following UDN: https://udn.unrealengine.com/questions/587982/ue-master-tags-in-finheritedtagcontainer-do-n ...
REGRESSION: In 4.24, there was a fixup process that would allow the soft reference to remain valid. This seems to be missing in 4.25 Moving an actor to another sublevel immediately breaks soft ref ...
Static mesh components spawned and added to a trigger actor results in them being invisible. This does not occur if the user uses an actor with a collision component. ...
Loading a blueprint that uses the GetOptions meta data causes an ensure ...
UGameplayAbility::ConfirmTaskByInstanceName() has an incorrect code comment that was copied and pasted from UGameplayAbility::CancelAbility(). The comment for UGameplayAbility::ConfirmTaskByInstance ...
The console command AbilitySystem.Debug.NextCategory incorrectly has the same description as AbilitySystem.Debug.PrevTarget instead of its own accurate description. ...