Ensure will trigger when undo reverts text to default value. "This triggers an ensure because the undo ends up calling SKismetInspector::ShowDetailsForObjects(), which forces the keyboard focus to ...
REGRESSION: Yes, this does not occur in 4.21. This also occurred before CL 58120777, which fixed [Link Removed] Duplicating or Copy/Pasting a component whose name ends in a number does not increme ...
4.26[AssetLog] D:\Binary\UE_4.26\Engine\Content\Tutorial\InWorldBlueprintEditing\TutorialAssets\IWBE_Blutility.uasset: Default__IWBE_Blutility_C is not valid. See the MapCheck log messages for detai ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
Came from a UDN: [Link Removed] Proposed fix is to change `FRawInputWindows::ParseInputData` to use this logic instead: ``` ... USHORT BitSize = ValueCapsBuffer[iValue].BitSize; LONG SizeMask ...
Visibility of World Outliner doesn't affect skylight. But it affects other kinds of lights like Point Light, Directional Light. I found that USkyLightComponent::CreateRenderState_Concurrent() doesn ...
In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...
When an instance in a Hierarchical Instance Static Mesh component is rotated using "Update Instance Transform" it doesn't retain it's material's base color value when the material uses PerInstanceRa ...
Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...
When creating a basic VR Template project, setting the default map to Motion Controller map and exporting a Win64 build their is no SteamVRBindings config folder. I tested this with a Vive Pro and ...