Licensee is adding a widget to the viewport overlay via AddViewportWidgetContent(). The widget receives mouse input when hovered. They return unhandled from all their widget's onmouse functions and ...
Despite the usage of the same ToOVRVector as GearVR, the coordinate transformation from UE4 coordinates to Oculus coordinates appears to have the z-axis reversed. This results in sounds being slight ...
When the world settings window has been opened but is not visible, the destructor for FLightmapCustomNodeBuilder is never called to remove the editor delegates. Opening a large number of maps has be ...
In a project with circular dependencies, components belonging to a native base-class are nulled when a blueprint sub-class is compiled. ...
Reset To Default button creation in customizations too manual? Sounds like there might be a lot of duplicated code creating reset buttons that should all called a single helper to make them identic ...
This is perhaps a misuse of Instanced properties but the repro info is good so I thought I'd better add it to Jira. See Additional Info URL for details. Checked and happening on: //UE4/Main CL-2884 ...
A user found that when renaming a binding for a mouse down event for a border widget that the event would no longer fire off. They only worked as long as the default name was used. ...
Reported by a licensee: We currently force the MODULE_API_VERSION to be the same as our release of 4.8.0, even if licensees are using a custom version scheme. This can cause content that will refus ...
ScreenPosition is not updating when the viewport is resized. As the viewport is made larger, screen position scales to match this larger area. As the viewport is made smaller, screen position contin ...
Clicking the Add Variable button in a Struct that is referenced as two inputs in a function that is called in an Actor Blueprint's Construction Script causes a crash. This does not occur in the Even ...