Float values with the meta tag expose on spawn aren't retaining their value when the value is set with a Spawn Actor node. It appears to only be floats. Maybe it has something to do with the change ...
When EndAbility calls blah it always sets the value of bWasCancelled to false instead of passing along the correct value. Associated UDN: [Link Removed] ...
Associated UDN [Link Removed] We've been having some issues with the replication of attributes. Namely we have an OnRep_ function for an attribute that receives FGameplayAttributeData& OldValue a ...
An actor with an AbilitySystemComponent that is spawned by a ChildActorComponent will have a null AbilityActorInfo. This leads to a crash in the ASC when GetDebugTarget attempts to access AbilityAct ...
Native Gameplay Tag dev comments don't show up in tag tooltips. ...
Crash occurs when the user assigns a static to the Instanced Static Mesh Component in a LightWeightInstanceStaticMeshManager. I couldn't reproduce this with an actor blueprint with an ISMC or HISMC ...
Seamless travel seems to not be functioning properly. With Run Under One Process set to false and Seamless travel enabled, the ServerTravel command is not bringing the server to the specified map. ...
ForceFeedback Attenuation assets aren't an option because they are filtered out of the list in UAssetToolsImpl::IsAssetClassSupported. This happens because there isn't a valid AssetTypeActions clas ...
The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...