The editor-scripting blueprint node "Add Data Table Row" fails when the Data Table uses a Row Structure that was defined in blueprint. Internally, it checks if the passed-in UScriptStruct is derived ...
REGRESSION No, occurs in 4.14.3 Ensure occurs if the user clicks on the floor mesh in the Animation Blueprint viewport. ...
When Using the "Set Position in Viewport" it changes anchor values of a widget to 0. This node seems like this should not be changing the anchor values, but it is unsure if this is intended behavior ...
Placed Editor Utility Base was recently deprecated and users who require the functionality of ticking in the editor are unable to use "Editor Utility Actor" or "Editor Utility Widget." A couple of u ...
A licensee encountered a crash during InjectTranslucentLightArray: according to them they fixed the issue in ShadowProjectionCommon.usf: /** Cube map texture. */ TextureCube<float> ShadowDepthCub ...
This has been around since public launch. The rotation widgets emissive material will cause trouble with the post processing and reflections in the scene. Especially troublesome if you with bloom an ...
While going through a GPU pass, film setting in post processing isn't working as expected. This does not seem to be GPU specific The displays should resemble the images in the documentation - PPE ...
Hello, A licensee has reported us a crash in DebugCameraController / DebugCameraHUD. It is due to a missing check in ADebugCameraHUD::PostRender() of SelectedActor set in ADebugCameraController ...
The licensee has traced the issue back to a divide by zero in UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...
URichTextBlock::UpdateStyleData() does not check whether DecoratorClasses already had any specificed DecoratorClass. So every time you turn UMG on and off from the Viewport, Decorator Classes will i ...