[Link Removed] The workaround is as I posted in the UDN, to override the viewport client or to make a custom slate input mapping to change this behavior. But, there is a bug with that unmapping/l ...
EDIT: Initial investigation done, check comments. If the user creates a widget and then places that widget inside of another widget via the User created section and then sets up a navigation using ...
The same repro steps on 4.26.2 will launch the project successfully. Packaging a project once to create complete ShaderMaps will work around the issue. ...
The UpdateCullDistanceVolumes behavior when saving was changed by CL-36588597. Only CullDistanceVolumes in the same sublevel can affect Max Draw Distance. ...
Switching levels via blueprints crashes editor. This occurs using either "Execute Console Command" or the Open Level node. Frequency: 2/2 CrashReporter: N/A ...
When a RadialForceComponent is attached to a object in C++, it doesn't take on the "Object Types to Affect" in the component settings of the Blueprint. If the RadialForceComponent is created as a co ...
If FActorSpawnParameters::bRemoteOwned is set to true, calling SpawnActor with this spawn param on begin play has different behavior than calling the SpawnActor elsewhere during runtime. If using n ...
If an actor contains multiple primitive components, it uses all of them for calculating navigation bounds even if some of the primitives are not marked as navigation relevant. Toggling navigation re ...
Calling HideBoneByName on a bone causes that bone (and all it's children) to be translated to the parent bone's location. This code in UpdateRefToLocalMatricesInner is responsible: bool bNeedToHid ...
In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...