GAS: Ability that destroys owning actor on activate causes crashes due to ABILITYLIST_SCOPE_LOCK

UE - Gameplay - Gameplay Ability System - Oct 31, 2023

A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...

Check inside FAssetSourceControlContextMenuState/FPerforceSourceControlProvider

UE - Editor - Workflow Systems - Oct 31, 2023

The async execution from within the context menu state is not cancelled properly when closing the context menu. This means that when rapidly opening and closing context menus there will be corruptio ...

Renaming external actor "label name" won't update in changelist viewer

UE - Editor - Workflow Systems - Oct 31, 2023

Some of the state in the View Changes menu is cached and never updated. This menu should respond to external actor label renames in the Outliner and files being moved on disk. ...

Gameplay Tags set as Default in Local Variables do not show as references in Reference Viewer

UE - Gameplay - Oct 30, 2023

Normal variables with gameplay tag defaults will show up in the reference viewer.Other reference types used as a local variable default value will show up in the reference viewer correctly. ...

Map Check error when parenting an actor to a child actor in Scene Outliner

UE - World Creation - Worldbuilding Tools - World Partition - Oct 26, 2023

Map Check will generate an error when an actor is attached to a child actor in the Scene Outliner. At runtime, the attachment seems to work as intended so it's only a Map Check issue. The error read ...

Audio Does Not Play Back Correctly when entering an Audio Volume with a Submix Send that is PreAttenuation with a Submix using Convolution Reverb

UE - Audio - Oct 24, 2023

Entering an Audio Volume that has a Submix Send set to Pre Distance Attenuation and using a Convolution Reverb causes severe audio glitching. Does not occur if Send is Post Distance Attenuation. Doe ...

Renaming a level by WorldPartitionRenameDuplicateBuilder fails if the level contains GroupActor with non-spatial actors

UE - World Creation - Worldbuilding Tools - World Partition - Oct 24, 2023

Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...

Collision build of LiDAR point cloud assets at runtime does not apply

UE - Editor - Content Pipeline - Datasmith - Oct 24, 2023

Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...

Non-existing config file loading could cause memory leak

UE - Foundation - Core - Oct 19, 2023

The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...

PIE crash on infinite loop in a BP construction script

UE - Gameplay - Blueprint Runtime - Oct 19, 2023

From the [Link Removed]: We had an issue where PIE was being stopped due to an "infinite loop" being detected in one of the blueprints construction script. This was also crashing the editor as the ...