The Game Features plugin does not create a Plugins or a GameFeatures folder in the project location. This prevents a user from making a new Game Features (Content Only) and a Game Features (With C++ ...
See linked UDN for more information. ...
Restart Player at Transform inside of GameModeBase leaves the character unpossessed when called. Repro Rate: 4/4 Tested in //UE4/Release-4.27 @ CL#18319896 and the player character successfully re ...
After dispossessing an NP-simulated pawn, it appears that the last frame of input is used for the continued simulation of the pawn. For example, a client player may be holding down continuous inp ...
An error is thrown when adding an action mapping to an Input Mapping Context object. LogEditCondition: Error: EditCondition parsing failed: Field name "bIsPlayerBindable" was not found in class "En ...
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 ...
You can use the "Spawn Emitter Attached" function as a work around ...
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 ...