You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Latent coroutines now refuse to start with a null callback target (e.g. from a default-constructed FLatentActionInfo) instead of starting but unexpectedly not proceeding past (usually) the first co_await.
Latent coroutines that are destroyed on the game thread but are currently running on another thread (which is fully supported) are now cleaned up immediately when they return instead of soon after. This also provides more relevant call stacks.
Fixed a potential crash that can happen if a latent coroutine is destroyed while suspended and waiting for a TTask.
Fixed a memory leak and crash caused by calling FAsyncCoroutine::Wait with a finite timeout that does time out.
Fixed the Latent::Timeline family of coroutines passing incorrect values to the provided function.
Fixed an exotic false-positive ensure that can happen if exceptions are enabled.