World Space Transparent Widgets Have Motion Blur

UE - Editor - UI Systems - Feb 24, 2020

When a world space widget has their blend mode set to transparent they look blurry in motion. The effect is more pronounced when the camera rotates instead of when it is translated. Found in 4.24.2 ...

Widgets will bind input delegates to the Player Controller's Input Component, but never unbind them

UE - Editor - UI Systems - UMG - Jan 30, 2024

This is a bug introduced with 18468289 a while ago. We added this functionality for [Link Removed], which allows input event nodes to be placed within widgets and have them behave correctly.  This ...

OnDragDetected fires off with a single click for 3D widgets

UE - Editor - UI Systems - May 11, 2015

When Using the On Drag Detected on a 3D widget, the drag function fires off on a single click (No dragging necessary) ...

Crash when editing draw size for a widget component

UE - Graphics Features - Feb 2, 2016

A crash will occur when editing the Draw Size of a Widget Blueprint in an Actor Blueprint class. Sometimes it will crash instantly after editing the Draw Size and other times it will take a couple ...

Slight delay when switching between UMG buttons on Mac

UE - Editor - UI Systems - Dec 30, 2014

There is a slight delay when clicking between two different UMG buttons on Mac. Tested on OSX 10.10.1. There also appears to be a flicker on the Menu Bar. ...

Show 3D Widget Label in Wrong Position when using Display Text Scaling

UE - Editor - Verse Class Editor - Jul 12, 2022

When using Windows Text Scaling values that are not 100%, 3D widget labels are offset from the widget.  [Image Removed] ...

Unable to use drop down for tooltip widget

UE - Editor - UI Systems - Apr 23, 2019

The tool tip widget drop down appears to be grayed out and unusable. This feature was available in the 4.18 version of the engine but not longer appears to be usable. ...

Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone

UE - Gameplay - Blueprint - May 15, 2015

Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone. Does not occur in other PIE modes, and does n ...

There's no efficient way to pause/resume widget animations

UE - Anim - Sequencer - Jul 27, 2017

The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations. Some problems that need to be addressed: 1. ...

Widget animation does not evaluate visibility correctly when played

UE - Anim - Sequencer - May 17, 2019

Widget animation does not evaluate visibility correctly when played. This does work though when scrubbing over the key. Regression: No this also occurs in 4.22 ...