The Self Hit Test Invisible is not working as intended for the Check Box component in 4.16. The check is still taking in an input. This issue does not occur when using the "Hit Test Invisible" optio ...
Currently there is no mouse decorator when dragging event dispatchers out of the My Blueprints panel in the Blueprint editor. This contradicts the functionality of drag-and-dropping variables, func ...
There is an issue with Maps of Wildcard type that do not propagate values correctly when inside of macro. When using these in a blueprint there are errors and the blueprint cannot compile. This issu ...
There is an issue where Expandable Area does not respect scrollbox boundaries unless set to fill. This occurs when the scrollbox is a child of another component. This issue does not appear to be a r ...
There is an issue where scroll boxes inside retainer boxes do not respect scroll box clipping. This issue appears to be a regression. Versions tested: Issue does not occur in 4.17 4.17.2 CL - 36589 ...
When a Child Actor's class is replicated but the individual variables are not, the individual variables will use the default of the original BP class instead of the defaults that were set in the Chi ...
When using a controller to navigate/ interaction with UI it appears that the "Skip Assigning Gamepad to Player 1" option is not taken into account when assigning input for UI. ...
The Left Mouse Button Pressed event is not firing when Input Mode Game Only is set and Show Mouse Cursor is true. Attached is an example project (4.23) that demonstrates the issue. Found in 4.23.0 ...
Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...
This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...