It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
CopyFile function in CommandUtils.cs assumes that an exception will be thrown if the number of retries is exceeded, but the loop condition prevents it from being thrown. Following fix works:publics ...
Unreal Editor can get in an infinite while loop when the action Asset->Source Control->History is used in a Blueprint Asset. Reportedly, this issue is only encountered when using the Branches featur ...
Repro Rate: 5/5 Regression: Unconfirmed - Functionality is not implemented in previous version Skeletal Mesh with default slot Anim BP applied does not translate after Swap Root Bone on particular ...
SetMaterial allows the user to add a Material which updates the GetMaterials array but not GetNumMaterials. The user who reported this was trying to add a material to a skeletal mesh during runtim ...
PhysX throws warnings (which are escalated to errors) when CCD and Kinematic are in invalid states (they can only be enabled exclusively). The code to fix this has already been submitted, but may c ...
When using a Sequence that is a duplicate of another, without changing the event names, the duplicate Sequence will still fire off the event from the original even if the values are changed. Changin ...
A licensee has reported an issue where using ABSLOG results in some parsing issues with certain characters in path names. In this example, the issue is with ). If the Parse function ends up parsing ...
Masked materials that sample virtual texture don't function correctly. They render black instead of masked. This happens when there is no depth pre pass enabled. Automatically enabling depth pre p ...