The scroll bar in a scroll box does not currently indicate that it is interactable. The UWidgetInteractionComponent::IsOverInteractableWidget() function returns true if it is over a button, but retu ...
Blueprint SkelMesh Component > Anim Class does not handle identical AnimBP names. Some background is that the identically named ABP was retargeted to the Headless mannequin in this project. Workar ...
Since the option to use Async Scene with Mesh and CapsuleComponent appears under "Physics" in the Details Panel of a skeletal mesh, the ability to select these options is expected. Currently both bo ...
In the Static Mesh Editor Viewport, hitting "F" for Focus results in placing the view camera sporadically so that mesh is not always centered and frequently out of frame altogether. Regression: Yes ...
UWheeledVehicleComponent calculates the Suspension settings only when the physics state is first created. When CoM is set through the editor, the vehicle is constructed with the appropriate offset ...
In the Gameplay Tag List, renaming a tag, and then renaming it back to the original name, will remove it from the list. ...
Auto Reimport source paths can cause a crash with the editor. I couldn't narrow down in my limited testing what would cause the crash vs what would not with these file paths. The one in my attached ...
In the Gameplay Tag Query variable, the description the user provides doesn't remain visible in the Default Value when the user closes and reopens the blueprint (though the information is still save ...
In Persona, moving a socket around is not affected by any changes to snapping (scale or size). Rotation is affected however. This is similar to [Link Removed], but according to James Golding there ...
In Persona, moving a socket around is not affected by any changes to snapping (scale or size). Rotation is affected however. ...