At the moment, UI scale is calculated on Linux from physical monitor dimensions (obtained ultimately from EDID) and not system scale. The granularity is 0.25, so scale can be 0.25, 0.5, 0.75, 1, 1.2 ...
Reproduced Crash on 4.18.3, 4.19.2, and Main CL 4081612. Licensee states: Based on a quick inspection of the code, it seems FVectorFieldVisualizationVertexFactory::ShouldCache() returns false (req ...
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 ...
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 ...
Editor will crash when a skeletal mesh has been added to a level and then reopening the project later if you try and access this level. If you attempt to open the skel meshes in the content browser ...
This is happening only for Blueprint template projects. After I hit the issue on the BP project, I went back and tried a Code template project as well. I was NOT able to reproduce this with a Code t ...
When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...
THere is an issue where the refresh rate of a windowed packaged game does not match the refresh rate of a monitor correctly, this results in stuttering. This issue does not occur in the editor (PIE) ...