If the user adds a text render component to a blueprint and then packages the game out the text render component will not show. ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
The smaller the scale box is the more to the right a text block from the user created widget will get. In this example the User created a text block that was inside of a size box. They they added th ...
We try and perform the same wrapping behavior as word processors and generally avoid trailing whitespace when measuring for wrapping, but the justification code is still treating it as significant. ...
Text block appears to move slightly when zooming in and out of the designer tab in UMG. The right side of the text's position is not consistent when compared to other widgets (such as the image widg ...
Keyboard input appears to be ignored when trying to input text in to a widget component. The text box does not accept any keys being pressed. ...
Default value is not used for input pins in a function when using text if the parameter's pin has been connected to another node. The text field is cleared after the parameter's pin has been used. ...
If the user uses the on paint function in combination with the draw text node then the text appears to only at the position 0,0 regardless of what position is specified. ...
Some of the text in the Cascade editor in 4.18 is very small compared to other text in the Cascade editor. This was seen on a MacBook Pro with Retina display. It appears to be related to high resolu ...
The user can not copy and past text from a multi-line editable text box after it has been launched onto a web browser. As a note, it is is possible to copy and paste when the widget is used in the e ...