Update warning in FActiveGameplayEffectsContainer::ApplyModToAttribute to consider batching

UE - Gameplay - Feb 19, 2021

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. ...

Selecting multiple actors with differing DataTableHandles causes data loss

UE - Gameplay - Jan 4, 2021

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 ...

Array references are not recognized in Blueprint

UE - Gameplay - Oct 12, 2020

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 ...

Undo function breaks local variables in Blueprint Function after compiling

UE - Gameplay - Oct 8, 2020

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 ...

Dynamic Delegate for Actor doesn't show up in BP Editor

UE - Gameplay - Sep 21, 2020

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 ...

Can not output the log that is "Category=LogActor, Verbosity=log"

UE - Gameplay - Sep 16, 2020

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  ...

Event Dispatcher objects cannot be deleted after the initial graph node is renamed

UE - Gameplay - Sep 14, 2020

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 ...

Creating/Destroying UWorlds rapidly can cause dangling pointers from UAutoDestroySubsystem

UE - Gameplay - Aug 10, 2020

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 ...

inherited gameplay tags no longer work

UE - Gameplay - Jul 3, 2020

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 ...

Moving actor to another level breaks soft object reference

UE - Gameplay - Jun 9, 2020

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 ...