IE_Released is called when switching between the Game and UI input modes, despite the button being still held. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4527422), 4.22 (C ...
The "LookAt AimOffset" animation node does not recognize the interpolation setting on its assigned Blendspace. This causes the animation to snap to positions instead of smoothly rotating to them. ...
The alignas keyword is not usable with a USTRUCT. It can be used with a normal struct. ...
Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...
When creating an Actor Blueprint (Testbase), and creating a new Blueprint Actor that inherits from Testbase (TestBP). We can drag an instance of TestBP into the World. If we go back into the Parent ...
You are unable to access or create references to any Sublevel Actors in the Persistent Level Blueprint. Licensee reports being able to select the Sublevel Actor and then right-click to create a refe ...
The GetAssetRegistry blueprint node only produces the asset data for the Material class and its subclasses. It completely ignores the asset data for Actor, derived Actor class Blueprints, and the su ...
The relative location of a Blueprint's Components behaves differently in the level depending on whether the Component was added directly to the Blueprint or it was inherited from a parent code class ...
The Set Position in Viewport node does affect UserWidgets position. It keeps it 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4465720), 4.22 (CL - 44654877) ...
Using Tab/Shift+Tab to navigates between all buttons on the player screen instead of the buttons that are constrained within an overlay Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.2 ...