Sending a string or text of 1024 or more characters disconnects Client and Server. 1023 works without disconnection. Possibly a buffer overflow problem? Is this expected behavior? Reproduced in 4. ...
Saving a package in the editor while there is a queued text mesh build will cause a fatal error because the build will execute during the save, and creating objects while saving is not allowed. This ...
Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...
FText variables are saved with a Package Namespace stored inside them, that keeps track of the package they were created for. This allows the translation key to stay consistent over time. Blueprint- ...
When using a print string to print out changing values in a single line of execution. The result that is printed out is not always accurate. ...
When using the text search in Blueprints the arrow key functionality is lost if there is a misspelling or when a search produces no results. This worked normally in 4.19 and below. ...
Text Render Actors do not maintain relative offset when attached to blueprints via construction script. This did not reproduce with other actor types. Types used: Static mesh actors, blueprints, b ...
A user has reported that inputting Korean into certain types of text boxes in the editor using an IME results in delayed input. The user reports that this occurs with SMultiLineEditableTextBox in th ...
The textScale parameter in AddOnScreenDebugMessage does not change the scale of the debug message. ...
This issue is reproduced in 4.16 preview 3 version and in Mac, deployed into android device. And not reproduced in windows pc. Not reproduced in 4.15.2 launcher version(regression) Not reproduced on ...