The logic for data validation on UGameplayEffectComponent expects it to be owned by a UGameplayEffect. Any Blueprint derived from UGameplayEffectUIData (child of UGameplayEffectComponent) fails this ...
When multiple duration GameplayEffects apply a GameplayCue with the same tag, the network authority game instance (standalone & servers) will remove all GameplayCues with that tag from the AbilitySy ...
Game code can register listeners to when a GAS attribute changes value, for example by calling: AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(SomeAttribute).AddLambda(); These de ...
When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
Using Fracture/Chaos Destruction with TSR as Anti-Aliasing Method generates smeared images whenever the debris are moving. The client pointed out that the issue might come from GeometryCollectionCom ...
Currently when we load a Material Instance that overrides some texture parameter of its parent, we also load all the overridden textures of the parent. This is quite wasteful, as those textures wil ...
After compiling the Animation Blueprint (ABP) during Play In Editor (PIE), the callback registered with UAnimInstance::AddNativeStateEntryBinding() in NativeInitializeAnimation() stops functioning a ...
When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...
Reported to support in SF [Link Removed] and reported on reddit at [Link Removed]. For Twinmotion 2024.1 on Mac, some users are reporting that Twinmotion processes are still running after closing t ...