EnumRedirections from a Blueprint enum to a c++ enum does not redirect everything correctly.

UE - CoreTech - Aug 20, 2024

There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...

Confirmation Dialog common UI in the Lyra Starter Game loses focus for gamepads after closing.

UE - Editor - UI Systems - Aug 20, 2024

When changing the language options in the default Lyra Starter Game project (5.3 and 5.4) with a controller, the settings menu loses focus after closing the confirmation dialog. Focus can only then ...

Default Data Wire Thickness in the Editor Preferences only affects Single Value data wires. Containers (Array, Set, Map) line thickness are wrongly tied to Default Execution Wire Thickness.

UE - Gameplay - Blueprint Editor - Aug 19, 2024

Changing the "Editor Preferences > Content Editors > Graph Editors > Tracing > Default Data Wire Thickness" value in the "Editor Preferences" only affects single value data wires. Containers (Array, ...

"Assertion failed: CellIndex < CellIndexMax" when there are a lot of HISM foliage in a level

UE - World Creation - Worldbuilding Tools - Foliage - Aug 19, 2024

Users have come across an issue in 5.4 that causes an assert when many foliage or HISM objects are placed in a level due to a cell size limit. ...

Linker Instancing Context duplication results in OOM

UE - World Creation - Worldbuilding Tools - OFPA - Aug 16, 2024

In order to fix a major issue involving dissapearing actors during cook, we added instancing context duplication in 31925640. This actually undoes the optimization made from 26543720 Both reported ...

GAS: Creating an UGameplayEffectUIData blueprint will lead to a failed Data Validation

UE - Gameplay - Gameplay Ability System - Aug 16, 2024

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 ...

GAS: Duration GameplayEffects applying same GameplayCue tag will on authority end all on-going GameplayCueNotifies when first cue expires

UE - Gameplay - Gameplay Ability System - Aug 16, 2024

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 ...

GAS: Crash on resizing FActiveGameplayEffectsContainer::AttributeValueChangeDelegates while executing a contained delegate

UE - Gameplay - Gameplay Ability System - Aug 16, 2024

Game code can register listeners to when a GAS attribute changes value, for example by calling: AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(SomeAttribute).AddLambda(); These de ...

Using Fracture/Chaos Destruction with TSR as Anti-Aliasing Method generates smeared images.

UE - Simulation - Physics - Destruction - Aug 15, 2024

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 ...