The user suggested scaling the TitleBarSize in SWindow::GetClientRectInScreen by GetDPIScaleFactor(), which makes sense to me but doesn't seem to solve the issue entirely. ...
InitOnly FReplicationStateDescriptors will have a value of 0 for ChangeMaskBitCount, so if an object only has COND_InitialOnly properties, its FReplicationProtocol will also have a ChangeMaskBitCoun ...
User reports a difference in how component visualizer clicks are handled in editor vs blueprint viewports. This is likely not intentional, just a case of a difference in control flow in each viewpor ...
A simple search for `NewStyleOutput = true` will reveal the many instances where this flag is already forced on, including media plates and media bundles. This however means that we have incompatib ...
If using the Legacy renderer (Movie Scene Capture) with DefaultRHI DirectX12, there's new delay and also some frames get weird artifacts. However, the delay and artifacts do not appear when using ...
When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...
This is a regression. Testing //UE5/Release-5.1 CL23901901 When selecting BP_FirstPerconCharacter at run time in a project that has C++, Quality as Scalable, and Ray Tracing enabled the editor free ...
Spawning Editor Utility Widgets via Spawn and Register Tab and Get ID inside another widget creates unbounded length IDs that get progressively longer with each subsequent spawn, as the ID is append ...
A customized struct with a TObjectPtr to an EditAnywhere, Instanced UObject will not show in full blueprint editor. I narrowed this down to the SKismetInspector::IsPropertyVisible method. The prope ...