When a widget's flow preference is set to RTL, we adjust the render transform so that the horizontal transform is mirrored (see SWidget::GetRenderTransformWithRespectToFlowDirection). We should do t ...
If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...
See: UAbilitySystemGlobals::HandlePreLoadMap GAS features static variables that are modified by both server and client, thus result in issues in single process PIE where they access the same memory ...
If the option to delete files on revert is enabled, the revert operation causes incorrect file state in the perforce cache It looks like it has some code to handle this when the option to delete is ...
Texture2DArray asset thumbnails are not reflected when the source file texture is changed. Once a Texture2DArray asset is opened and loaded, the thumbnail will follow any subsequent source file upda ...
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Licensee reports that occluded vertices are picked in mesh paint when multiple meshes are selected. Since we use line tracing + math to determine the target vertex in mesh paint mode, rather than h ...
BTTask_MoveTo and EnvQueryTest_Pathfinding don't use the same pattern to obtain the NavigationFilter to be used if the filter is not set. The BTTask_MoveTo uses the controllers GetDefaultNavigationF ...
When you hold down Ctrl key in the viewport set to Perspective mode, you can transform the selected actor(s) without having to actually click the transform gizmo. So Ctrl+LMB transforms on the X axi ...