The button used to toggle a localization preview in the UMG designer tab does not appear to have an effect on any of the text in the designer tab. ...
Packaged shipping HTML5-Mac build does does not open in Safari. The user is prompted with a missing shader cache message (see screen cap). Occurs: with Development and Sipping builds. However, wit ...
After completing a build using Live Coding, a horizontal scroll bar appears at the bottom of the Live Coding Console window since some of the lines of text are longer than the window can display. Th ...
Displaying the UMG content with a material shader will mean that it is drawn to an sRGB aware surface and thus blended in linear space instead of sRGB space (as widgets expect). In sceenshot-1.png t ...
Code for this function below:bool FOnlineExternalUISteam::ShowWebURL(const FString& WebURL) { if (!WebURL.StartsWith(TEXT("https://"))) { SteamFriends()->ActivateGameOverlayT ...
When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...
Result of pressing enter when editing text in a subcomponent (of an actor that exists in world) has different behavior than elsewhere in the editor. Confirmed in 4.24 MAIN @ CL 7519848 ...
When a game window launched from UE is moved around the screen, any transparent elements on the screen will turn fully opaque. The loss of transparency also causes some text to become blurry. This d ...
Some breadcrumbs and D3D12 logs are missing data which should normally be filled in e.g. Breadcrumbs: > PostProcessMaterial %dx%d Material=%s [Active]. After investigating this, there seems to be a ...
If the TEXT("") portion of CreateDefaultSubobject is changed then the name of the component will update in the main viewport details but will not update inside the blueprint based on the class. ...