Initial investigation: After looking at the code, it seems the issue is that when the Function is set, its parameter isn't serialized as a valid Pin into the transaction. As a result, on Undo the tr ...
Please review crash report from EPS case. repro project attached [Link Removed] ...
When attempting to scroll the ScrollBox upward, the cursor briefly shifts focus to another widget (CommonTabListWidgetBase). When logging this behavior using LogSlate VeryVerbose, it can be observed ...
When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...
Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...
CommonListView requires its EntryWidgetClass to implement UserObjectListEntry. This requirement is correctly enforced by the Entry Widget Class dropdown, which filters out widgets that only implemen ...
Context UITag and UIActionTag are blueprint-exposed struct classes that derive from GameplayTag. GameplayTag variables can be compared in blueprint with ==. Under the hood, the node maps to UBlue ...
This issue has been reproduced in UE 5.3 to 5.7 and source versions. A repro project is available. Below are the findings from an initial investigation of the problem. Normally, when a UserWidget p ...
When a RetainerBox contains a child that for some reason has a desired size of zero, its OnPaint() method can incorrectly return LayerId 0. Afterwards, widgets further down the hierarchy can base th ...
In Unreal Engine 5.5 and earlier, users could select “None” as the Preview Game Language in the Editor Preferences. Starting from UE 5.6, this “None” option is no longer available. Based on source ...