Licensee reports that while aggressively despawning AI there are occasional assertions for attempting to acquire write access to QueriesListAccessDetector when RemoveAllQueriesToTarget is executed f ...
When removing a mesh from a Character BP and undoing the engine will crash. This issue is occurring in //UE5/Release-5.3 @ CL 26560699 This issue is NOT occurring in //UE5/Release-5.2 @ CL 2600198 ...
Non-spatially loaded actors in a Level Instance are not embedded properly when entering PIE. This issue does not happen in a cooked build. ...
In a networked PIE session, when the server has applied a programmatically constructed GameplayEffect that has duration policy = Infinite or HasDuration, this results in a client crash when the clie ...
Renaming a shot through the shot track does not change the name of the underlying asset, and causes it to no longer match when looking for takes ...
This was found by a customer through a UDN, and they offered the fix for it, as well. The basic steps to reproduce the crash are as follows:call GEditor->SetPropertyColorationTarget(...) somewhere i ...
The GameViewportSubsystem removes all widgets from the viewport in UGameViewportSubsystem::HandleRemoveWorld which is bound to the FWorldDelegates::OnWorldBeginTearDown and FWorldDelegates::OnPreWor ...
Tooltips within Page 1 of the Texture Atlas Visualizer in Widget Reflector are displaying the incorrect asset. This issue is occurring in Binary //UE5/Release-5.3 at CL 26560699 This issue is occur ...
When playing Standalone or as Listen Server, whenever a GameplayEffect with a duration is applied that fires gameplay cues, the server will locally execute OnActive twice on GameplayCueNotify_Actors ...