The BindWidget meta specifier allows us to bind a native widget pointer to a widget added to the hierarchy of a UserWidget in the widget editor. However, it appears to only search for a matching wid ...
The problem seems to be that the construction scripts doubled up all the BlueprintCreatedComponents, so there are now 2 scene components(actually the same one duplicated) and now 2 child actor compo ...
Widget interaction component appears to stop working after entering a physics volume. A Physics Volume appears to deactivate the Widget interaction component ...
Depending on how a Blueprint is created from a custom User Widget code class, the resulting Blueprint may not be a Widget Blueprint as expected. Right-clicking on the code class in the Content Brows ...
Users cannot stop/pause audio tracks in UMG animations. The sound track cannot be manipulated using the animation nodes given in UMG ...
The GameViewportSubsystem removes all widgets from the viewport in UGameViewportSubsystem::HandleRemoveWorld which is bound to the FWorldDelegates::OnWorldBeginTearDown and FWorldDelegates::OnPreWor ...
The text for the selected option on a combo box does not show up if the text has been placed fully outside of a containing widget. As in this example the combo box has been moved via render translat ...
Invalidation box appears to be inconstant when using a child widget that has been added via the user created section. A child widget that modifies itself will not update when placed inside of an inv ...
When creating a UserWidget and creating a process to receive input events with Enhanced Input, input events may be generated multiple times in duplicate. To reproduce this problem, create a Widget a ...
It appears that changing the Background Color of a widget component doesn't immediately update the widget's render target. Toggling "Draw at Desired Size", however, does get the changes to reflect i ...