When rotating a button in the UMG blueprints and then moving through the edge of the canvas panel it causing the button to clip as though it was never rotated.
Update: This also happens when placing a widget inside of a scroll box
Also related to: [Link Removed], [Link Removed]
https://answers.unrealengine.com/questions/123768/umg-image-starts-to-disappear-after-rotating.html
https://answers.unrealengine.com/questions/165132/umg-layout-doesnt-respect-ransform.html
https://answers.unrealengine.com/questions/154680/clipping-bug-with-umg-render-transform-scale.html
https://answers.unrealengine.com/questions/125109/umg-bug-1-scale-transform-inverted-clipping.html
https://answers.unrealengine.com/questions/278394/umg-clipping-textures-when-rotating.html
https://answers.unrealengine.com/questions/430777/umg-elements-rotated-cutted.html
UDN Related Issue:
https://udn.unrealengine.com/questions/255992/umg-negative-scale.html
1. Open UE4 Editor
2. Create a new blueprint widget by right clicking in content browser
>user interface>Blueprint Widget
3. Make sure that Designer tab is selected in upper right corner
4. Drag an button widget from Palette into viewport
5. Select the widget by clicking in the center of it.
6. In the details tab under appearance expand Render Transform > Transform
7. Change angle to 45
8. Click the widget and drag it through the edge of the canvas
4.5 UMG Widget Scale not working correctly!
UMG Clipping textures when rotating
[UMG BUG] -1 scale transform inverted clipping
Clipping Bug with UMG Render Transform Scale
UMG Layout doesn't respect Transform
UMG image starts to disappear after rotating
UMG image starts to disappear after rotating
General widget elements aren't rendered if their unoffset position is offscreen.
Head over to the existing Questions & Answers thread and let us know what's up.