GameFrameworkComponentManager crashes when modifying init state callbacks during state change

UE - Gameplay - Feb 28, 2024

The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...

Placing a section at the end of montage is not properly handled

UE - Anim - Gameplay - Feb 24, 2024

Placing a  section at the very end of a montage with no duration or animation assigned after it is not properly handled.  Normally sections with 0 length are skipped and search continues since they ...

Blueprint "Diff Against Depot": Restoring an instanced object results in reference to the object in the temporary diff asset

UE - Gameplay - Blueprint - Feb 19, 2024

When diffing a blueprint against depot via the Content Browser context menu action "Revision Control > Diff Against Depot", restoring an instanced object property from the depot version results in t ...

MoviePlayer loading screen with FLoadingScreenAttributes::bAllowEngineTick results in high DeltaSeconds tick post-playback

UE - Gameplay - Feb 16, 2024

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 ...

UNetDriver server-side hitch results in ActorInfo->NextUpdateTime far into future

UE - Networking - Feb 16, 2024

A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...

USplineComponent::GetSplinePointAt() returns FSplinePoint with incorrect Type

UE - Gameplay - Components - Feb 15, 2024

USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...

empty default value for a blueprint member variable in a custom k2node

UE - Gameplay - Blueprint - Feb 9, 2024

User is attempting to find a blueprint member variable's default value in their implementation of UK2Node::NotifyPinConnectionListChanged(). but the expected value in FBPVariableDescription is empty ...

Skip Assigning Gamepad to Player 1 does not work

UE - Gameplay - Input - Feb 2, 2024

This is a regression from a long while ago that needs to get fixed ...

Liftoff caused by root motion may leave a Character in walking movement for customized project

UE - Gameplay - Player Movement - Jan 31, 2024

If a Character has active root motion while walking (animation root motion OR a Root Motion Source), and this root motion causes vertical motion that "lifts off", it's possible for the Character to ...

Keep Simulation Changes does not work for Actors that have replaced root component

UE - Gameplay - Components - Jan 31, 2024

RelativeLocation and RelativeRotation in the root component are collected in UActorComponent::AllUCSModifiedProperties, so copying simulation result is skipped in EditorUtilities::CopyActorPropertie ...