Using the meta specifier MustImplement will cause the associated dropdown to only list classes/blueprints that implement the provided interface. If a blueprint has not been opened/loaded in the edit ...
When you are using a Custom Widget, changing the cursor setting does not change cursor during PIE or packaged games. only changing the cursor options in the original widget fixes the issue. This iss ...
When adding new HISM instances, actors using SpeedTree -> WorldPositionOffset material are reset. 4.19 Repro project provided by user. I was unable to get WPO wind working in 4.18, I did noticed th ...
Foliage: Speed tree wind is reset for every add/remove/update on instances What is happening:When we invalidate the render state, proxy are recreated, causing the wind to be removed and add again, ...
The column names in the data table editor appear to directly use the property name instead of the "pretty" version of the property name. If the "DisplayName" meta specifier is used, though, that is ...
Attempting to add a new code class to a project that is not correctly set up for IWYU (such as an older project that may not have been properly modified for IWYU when upgrading) will result in the b ...
If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...
There is a performance difference between spawning and placing AI into a level. This is causing issues when spawning/despawning AI actors in a large open world, where 4-5ms of frame time quickly bui ...
It appears that the Lightmass Volumetric Lightmap does not work with Landscape textures. When it samples the Landscape with some textured material, the resulting lighting build data does not match t ...
Unreal doesn't change appearance when changing system configuration display scaling options. Editor Texts are still quite small and don't change based on the Display Scaling %. This bug also causes ...