This seems to occur when the subobject is considered unreachable but is not yet pending kill/marked as garbage. In this case, IsValid returns true while FWeakObjectPtr::Get returns nullptr for the o ...
For this to be observed, Allow Static Lighting must be true in project settings. This appears to be coming from an AO pass and from a Raytraced Indirect Capsule Shadows. ...
A licensee has reported an inconsistency in how modified base widget class defaults are propagated to children. When modified via the UMG Designer Graph's Class Defaults, derived classes will be mar ...
When connecting a client using encryption, the server's NetConnection sends the encryption ack and then immediately enables encryption (UNetConnection::EnableEncryptionServer). In the case where the ...
We recently hit a situation where some actors would suddenly teleport across the map when they were modified in the editor. We figured out that the AttachParent of some actors got reset on editor l ...
There is an issue with PIE where sometimes TMap and TSet properties using TSoftObjectPtr or FSoftObjectPath values as keys don't work correctly. Items which are in the container aren't found despite ...
There's actually two issues going on here: 1. The REINST references are incorrect, and due to [Link Removed]. 2. Blueprint created components will always have different names between the instance ...
In 4.27 & 5.0 when you press the in-app screen recorder button it would pop-up a msg about the user giving permission to allow the screen recording and then would start the recorder and save the mov ...
We should probably keep a Queue of the Gameplay Abilities Add/Removed rather than two separate lists. That way we can get the ordering right. I suspect there are lots of ordering issues if we look ...