Currently, UBlueprintGeneratedClass::GetPreloadDependencies() is only inclusive of subobjects instanced via CreateDefaultSubobject(). We may need to broaden it to include RF_ArchetypeObject and/or ...
There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...
If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...
Hitting check(UploadInfo.InstanceCustomDataCount * InstanceCount == UploadInfo.InstanceCustomData.Num()) and also seeing incorrect isntance order after removing instances from HISMs. Additionally ...
When Blueprint default values are edited, those edits will also be propagated to any active instances in the level. Each edit event will mark the level as dirty. Similarly, in a World Partition map ...
AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...
If a Blueprint asset contains a function call node for which the referenced function context is set to 'self', if the "Target" pin is connected to a type that equates to the owning Blueprint asset ( ...
If TMap's Key is a unique Struct, TMap's rehash will not run even if elements are added or changed in DetailPanel such as DataAsset. So TMaps's Find etc. will fail This issue is very similar to [Li ...
PythonScriptPlugin sets std output mode to _O_BINARY but fails to restore it to the previous state afterwards because cached StdOutMode is already _0_TEXT, hence _setmode returns -1. See PythonScri ...
Debug drawing with AnimDarwDebug~ does not work when RootMotionMode is set to "RootMotion from Everything". In addition, the same issue occurs when MultiThread of Animation is turned off. Licensee ...