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 ...
Camera View Transformations in Editor and Sequencer Cannot Be Undo (Ctrl+Z) Description: When switching the viewport to a specific camera actor, any manual movement/rotation of the camera (via ...
Spot Lights may present with very blocky shadow artefacts when a long attentuation radius is provided with a small cone angle. In extreme cases, this causes the VSMs to invalidate every frame. Notab ...
The Take Recorder plugin allows for multiple sources to be recorded during gameplay. The World Source is expected to record everything in the level when the Autotrack Actors option is enabled. Once ...
Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...
Copying a PCGVolume beyond a level creates an instance that cannot be deleted. In UE5.5 or later, it is possible to delete the instance by pressing Cleanup button with Ctrl key (purge all components ...
The output of the CustomStencil node in a User Interface material does not align with the viewport dimensions. Toggling fullscreen/windowed mode (F11) causes the offset to reappear, so scaling the n ...
Sometimes AnimNotify does not fire when an animation is executed under the following conditions. 1. The CharacterMesh's AnimationMode uses UseAnimationAsset 2. CharacterMesh's URO is enabled (Enable ...
It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...
If you request a SmartObject slot entrance location and require it to be navigable, it will return a result that does not include the node ref of the nav poly for the entrance to the slot. Instead i ...