LIVE: Multi Line Editable Text BOx in UMG does not wrap text to a new line

UE - Editor - UI Systems - Oct 24, 2014

When setting up a UMG HUD system, the Multi Line Editable Text box component will accept text, but all text entered is on a single line with a horizontal scroll bar rather than wrapping to a new lin ...

sg.ResolutionQuality command doesn't work

UE - Graphics Features - Jan 9, 2015

Using the sg.ResolutionQuality command in code or the console has no effect in 4.6.1 or 4.7. ...

Cannot change collision on child components of blueprint in Details Pane

UE - Gameplay - May 12, 2015

The child component of a blueprint cannot have their collision altered through the details pane of the main editor viewport if the child component is a sphere. All changes must occur in the blueprin ...

Destroying actor sets object to 0,0,0 for one frame before actually destroying

UE - Gameplay - Apr 29, 2015

Actors destroyed are set to 0,0,0 for one frame, which causes collision temporarily before they are completely removed. This only occurs on objects that are attached to a component using the attach ...

Cannot negatively scale objects in editor with scaling widget

Tools - Mar 18, 2015

Objects do not react well to negative scaling with the scaling widget. Once an object hits 0 then pushes into negative values it begins stuttering between small float values until the user stops goi ...

Changes to Agent Radius are ignored if navigation is rebuilt during runtime

UE - AI - Mar 16, 2015

Changes to Agent Radius are ignored if the navigation is rebuilt during runtime. Agent Radius is changed to the default value of 50. ...

Landscape material reverts to default when launched onto an Android device

UE - Foundation - Core - Cooker - Mar 20, 2015

From user SONB: Launching the project for the first time on Android device the landscape has the correct material applied. However, if I change something in the material (for example adding a Lands ...

Blend weight of animations passed to notifies are incorrect

OLD - Anim - Jan 13, 2015

It's currently not possible to prevent notifies from firing by setting their TriggerWeightThreshold. When stepping into the code that fires the notifies I found that the given InstanceWeight was alw ...

Sounds not Playing for 2nd Player Client when running in Local Multiplayer Splitscreen Mode

UE - Audio - Apr 12, 2016

When playing in editor with splitscreen multiplayer enabled, player 2 is unable to hear sounds within his client window. This is tied to splitscreen and does not behave this way when two unique edi ...

The Category setting for widgets return to "Default" after compiling

UE - Editor - UI Systems - Aug 18, 2015

When setting up categories for your widgets in the Event graph the categories will revert back to default after compiling the blueprint ...