Reparenting a widget within it's own event can cause that widget's tree to have null references instead of references to slate widgets. This happens because when a widget is reparented, we remove a ...
After deleting a node, other off screen nodes tend to snap back into place when panning across the blueprint. ...
deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
If the user adds another widget to the designer tab any animations that are available will pop back into what ever setting they have at frame zero regardless of the position of the scrub bar. ...
If a foliage object is already placed in level at a location, it will delete any static mesh that is placed in the same location. ...
When repackaging the same project over and over again for HTML5, the Utility.js folder doesn't delete/clear during the repackaging process like it's suppose to. ...
Within a new Animation Composite, the To Next and To Previous buttons do not move to the animations next or previous frame. ...
If the user plays in stand alone and uses the short cut Alt+Enter, the VR mode does not kick in as expected ...
When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should. ...
You cannot undo deleting or creating a Preview Scene Profiles. Destructive actions must atleast have a warning indicating they cannot be undone if this is as designed. ...