Mouse Up Detection lost inside Scrollbox when dragging and releasing inside. This issue occurs when trying to detect on mouse up for a scroll box Regression: This issue also occurs in 4.14.3 ...
Widgets are not getting proper input when a game is first launched. Until the player clicks in the window at least once, widgets will not respond to any hover events and the first click will not hav ...
A licensee encountered a crash during InjectTranslucentLightArray: according to them they fixed the issue in ShadowProjectionCommon.usf: /** Cube map texture. */ TextureCube<float> ShadowDepthCub ...
Regression: YES, sort of. The ability to change the animation from a dropdown didn't exist in 4.14 Error message: Fatal error: [Link Removed] [Line: 160] Ran out of memory allocating 51539607528 ...
When overriding a BlueprintNativeFunction in a child class, if the inheritance is multiple levels deep, the override does not work correctly. As shown in the reproduction steps, this the example to ...
-map is consumed by both cook and run for different things, which is confusing and means the help information is misleading ...
When creating and modifying a material, the base Texture Sampler count and instructions are returning incorrect values. In 4.14.3 whenever you create a new material the Texture Sampler count is 0/1 ...
It's unclear what/who is waiting and what is supposed to happen when the timeout triggers. Also, this is only implemented on Android. ...
It seems that in CoreNet.h, there are two constructors declared. However, only the first constructor is defined in CoreNet.cpp. If you look in CoreNet.h, you'll notice that FNetBitReader( int64 In ...
In 4.8.2 QA Build - Making the changes to BasePassPixelShader.usf listed below, adding two texture samples and then using the Preview Arrow toggle on the add node will hard crash the CPU, requiring ...