Unable to input full-width characters after inputting half-width characters in MultiLineEditableTextBox

UE - Editor - UI Systems - Localization - May 2, 2024

If entering full-width characters after entering half-width characters in a comment or MultiLineEditableTextBox in BlueprintEditor, they are not reflected in the box. If entering full-width characte ...

DumpShaderStats doesn't output any shader data

UE - Rendering Architecture - Shaders - May 1, 2024

The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...

Audio fade no longer works

UE - Anim - Sequencer - Apr 30, 2024

Chaos Cloth - Fictitious Angular Scale is acting up when the cloth is teleported

UE - Simulation - Physics - Character - Apr 30, 2024

The Fictitious Angular Scale is still having an effect when the cloth is teleported.  Also it shouldn't have any effects when the velocity scale is set to 1 (as per tooltip documentation) but it doe ...

Nanite static mesh components are not individually highlighted when selected

UE - Rendering Architecture - Apr 30, 2024

Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...

Components added to an Actor Blueprint may not be propagated to Actors inside World-Partition Level Instances

UE - Gameplay - Blueprint - Apr 29, 2024

When a world partition level (but streaming disabled) is placed as a LevelInstance in another world partition level, actors in the inner level are cooked with an outdated component hierarchy until t ...

Color shifting occurs from screen probe gather ping-pong when Lumen active

UE - Graphics Features - Lumen - Apr 29, 2024

A subtle yellow tint color shift occurs when Lumen is active due to usage of R11G11B10_Float targets, mostly from r.Lumen.ScreenProbeGather.SpatialFilterProbes where we ping-pong between R11G11B10_F ...

"Consume pointer input" on Common User Widget does not work on iOS, FReply::Handled not respected

UE - Editor - UI Systems - Apr 29, 2024

From a UDN, they also mentioned:  Update: I added CommonUI to the test project to try the "Consume pointer input" setting. It behaves the same way as our custom input blocking widget in that the in ...