When moving a character, attempting to change the relative location of one of the character's components is causing it to remain at the default location. If you do not move the character, the locat ...
Widget component Navigation does not appear to work with "Recieve Hardware Input" set to true. When using the arrow keys to navigate the menu, the focus does not change as it would in the 2D equival ...
Duplicate SetMaterialAttributes nodes will be missing attribute connections on the node itself, but in the properties tab they will show up. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Previe ...
StateTree assets show that there are pending changes to compile when reloading the editor. This can also mean that state trees do not run logic for AI as noted in linked UDN thread. ...
FHighResScreenShotConfig::Init() sets the materials only in the Editor, due to a #if WITH_EDITOR block. However, the FViewport class exposes the TakeHighResScreenShot to non-editor builds as well, l ...
When running a standalone build, focus navigation doesn't work on widgets within a world-space widget component. This may be fallout from [Link Removed], which parented the widget component's virtua ...
The filter window does not open in the curve asset editor. It appears that no tab manager is provided when creating the curve asset editor's SCurveEditorPanel in FCurveAssetEditor::SpawnTab_CurveAss ...
When switching the Camera's Exposure Metering Mode from Histogram to Manual, there is a single-frame flash. The Licensee has a proposed code change that would fix this issue. Also found in 5.4, CL 3 ...
It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...