As a report of a similar issue, changing the text to right-aligned causes a similar issue. This issue seems to have been occur by a change in CL7540157. It also seems to be improved by adding the p ...
ABrush::SupportsExternalPackaging overrides the base implementation of AActor::SupportsExternalPackaging which returns false for transient actors, but it doesn't call super. As a result, transient ...
Regression: Nanite Foliage is a new feature in 5.1, so this issue is not reproduceable in 5.0. Notes about this new support can be found under Nanite Improvements in https://docs.unrealengine.com/5. ...
When using Chooser Tables, the Gameplay Tag type cannot be bound through the column header UI. Clicking a column header for a different property (ie: bool or float) correctly shows the binding popup ...
Since the contents of a ListView are virtualized, the ListView estimates the size of the scroll box's contents based on the on-screen elements. This can lead to some situations where DistanceFromBot ...
The following Localisation Tests in "Engine\Source\Runtime\Core\Tests\Logging\StructuredLogFormatTest.cpp:275" TestLoc(LOCTEXT("Float", " {Float} "), ANSITEXTVIEW(R"(128.25)")); TestLoc(LOCTEXT ...
When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
For example, if you have the engine in a different stream and specify an exact CL to use on the import path, you then update that import path to a later change with a higher CL number than that of t ...