User reported game thread and async loading thread accessing a UGameplayEffect property at the same time:Game thread having loaded a GameplayEffectA and in its PostLoad() updating the property Inher ...
Repro Rate 5/5 Confirmed to be a regression. Regression tested in //UE4/Release-4.27 at CL 18319896 and it did not occur. This was tested on a prepackaged project for compat testing. Only a black ...
Found that with machines that have not created a project based on this template before that DDC needed to be compiled with an installed engine, while other machines that have created a project with ...
An actor with an AbilitySystemComponent that is spawned by a ChildActorComponent will have a null AbilityActorInfo. This leads to a crash in the ASC when GetDebugTarget attempts to access AbilityAct ...
Rider integration and RiderLink plugin was in beta during UE5 Early release and is now in release with UE5 5.0.0 Release. [Link Removed] Due to the above information, it seems we can not test regr ...
AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...
When trying to edit custom primitive data on static meshes attached to a BP actor, an out of bounds access will occur. This does not occur when the static mesh is simply on a regular Actor (Same rep ...
The exporter export the render data and the nanite render data is on the gpu and is not accessible, this is why it export the fallback mesh. Its more complex then it appear since we will need to do ...
Encountered while going through some debug commands. Repro 3/3. Crash Reporter Link: [Link Removed]Assertion failed: ChunkIndex != 0 [File:E:\User\Engine\Source\Runtime\Engine\Private\AudioStreaming ...
As a follow up on this: https://udn.unrealengine.com/s/question/0D54z00006yxUdXCAU/vertexinterpolators-problem VertexInterpolators are added to the HLSL code even if unused and you demand the HLSL ...