The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...
The data table customization (and probably others) tries to aggressively clear out row references that are not valid in the table they point to. This breaks when selecting multiple actors or objects ...
Link to test project: [Link Removed] In BP_MyPlayerController event graph, “T” is bound to a Blueprint function called “BPSetMyArrayElement0To5”. “BPSetMyArrayElement0To5” calls the C++ function ...
Blueprint functions appear to correctly associate local variables when renaming the function. However when undoing a rename with ctrl-z the local variables appear to lose their association. Redoing ...
The delegates for actor should show up in the Detail tab like components. There should be an "Event" group and list all available delegates, and designers can click on the "+" sign to add event on t ...
The LogActor is set to "CompileTimeVerbosity=Warning", so it cannot output more than the "Warning" level. ENGINE_API DECLARE_LOG_CATEGORY_EXTERN(LogActor, Log, Warning); Suggest the following ...
Adding an Event Dispatcher to the Level Blueprint and then renaming the initial graph node within that Event Dispatcher prevents deletion from that point forward. Renaming the Event Dispatcher from ...
To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
Added and Removed tags are cleared in inherited gameplay tag containers. This came from the following UDN: https://udn.unrealengine.com/questions/587982/ue-master-tags-in-finheritedtagcontainer-do-n ...
REGRESSION: In 4.24, there was a fixup process that would allow the soft reference to remain valid. This seems to be missing in 4.25 Moving an actor to another sublevel immediately breaks soft ref ...