Burst GCs will destroy the target actor if you attach them to the target (FGameplayCueNotify_PlacementInfo::AttachPolicy) and override the decal fade out (FGameplayCueNotify_DecalInfo::bOverrideFade ...
If you make a Blueprint Macro Library that derives from UObject you are then unable to use any functions that require a WorldContext, like Delay. This is because the WorldContext cannot be assumed l ...
The actor Blueprint is intentionally causing an object slice to occur. In other words, we're copying a derived type to a base type, so the expectation is that only the inherited base properties are ...
Address Sanitizer (asan) is currently not working on iOS. This could be a helpful feature to get working again. ...
When the boolean is set on a child skeletal mesh, looks like it gets reset Specifically , at UActorComponent::ConsolidatedPostEditChange forces a reconstruction of the Blueprint, making the trans ...
Disabling Disregard for GC leads to a crash in GarbageCollectionVerification.cpp VerifyObjectFlags. This crash occurs when there is an invalid path specified in GameplayTagTableList. The cause of t ...
If a blueprint has a physics object and a collision box, the box will register overlap begin/end events multiple times, even if the collision is set to only overlap with specific collision channels ...