When specifying a widget of a different size than the screen in FReply::LockMouseToWidget, the cursor is locked to a different position in native full screen mode. It appears that the window size n ...
Running with -game will run game at native fullscreen resolution 1920x1080. (checking with r.setres)Running with -game -vr will run game in VR but resolution is 1280x720. (checking with r.setres) Th ...
When using Blueprint Nativization, the compilation will fail during packaging when using a ForEach loop or ToByte conversion with a custom enum in a TMap. Regression?: No This occurs in 4.18 ...
Stub functions generated for unconverted assets as dependencies of nativized assets do not properly handle output parameters (the result is not assigned after the ProcessEvent() call). Suggested fi ...
Nativizing a Blueprint that includes a custom button (a Blueprint parented to the "Button" class) causes a crash when Event Driven Loading is enabled. Disabling Event Driven Loading can workaround t ...
"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...
FCustomThunkTemplates::Array_Get() fails to properly initialize a default item when the index is invalid: Item = U{}; That will leave the item uninitialized (e.g. UDS types). Should be using the ...
An Actor with a StaticMeshActor native parent class will spawn with offset when NOT using locally stored transform. Removing collision from StaticMesh has no effect. Changing Collision Handling Ov ...
In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...
The filter in UContentBrowserClassDataSource::CompileFilter does not work because the enumerated class objects are FName without path, while the filter item is name with path. [Image Removed] ...