When you have the mouse cursor set to show in game, if you use shift+f1 to unlock the mouse, eject, and then attempt to click and move an actor using the transform gizmo, you are unable to do so. S ...
Decal Fade Out does not cause decal to fade as expected. Instead, after the delay and fade time, the actor is destroyed with no noticeable fade during this time period. ...
Shown in the Behaviour Tree Graph, if the Dropdown menu's length exceeds the Behavior Tree Graph window, the menu will try to offset it's position in order to display all information and will flicke ...
Set Game Paused returns incorrect value when the game is already paused. According to the tooltip on the Return Value (reads: Whether the game was successfully set paused/unpaused) it is expected t ...
When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...
This is because the metadata is editor only and will be stripped in a cooked build. We should make the behavior of the to string function consistent between PIE and a cooked build. ...
Depending on how a Blueprint is created from a custom User Widget code class, the resulting Blueprint may not be a Widget Blueprint as expected. Right-clicking on the code class in the Content Brows ...
The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...
When using a Shooter Team Start to set up team spawns in Shooter Game, enabling the Not for Bots, Not for Players, or the Spawn Team options don't seem to have an effect, as both the players and bot ...
When using a SpeedTree asset in a scene with a Reflection Capture actor the baked static shadow from an asset will be captured, even though the asset will not due to using the SpeedTree node in the ...