If a user has a custom cursor that uses timers that call a function in 4.7, the functions will not run when that widget is applied as the default mouse via the Edit > Project Settings > User Interfa ...
Widget component Navigation does not appear to work with "Recieve Hardware Input" set to true. When using the arrow keys to navigate the menu, the focus does not change as it would in the 2D equival ...
If a user is holding down a button on the mouse and the Set Keyboard Focus node from blueprint is called on a 3D widget, the button that is being held down on the mouse is reset to the 'Released' po ...
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 ...
In UE5.0 it was possible to paste Tracks from one Animation to another, but from UE5.1 this fails with the message "Can't paste section. No selected tracks to paste sections onto". The attached pro ...
A licensee on UDN brought up some issues with "Convert Selected Components to Blueprint Class". After investigating a bit, it seems there's been some regression compared to what could be done with " ...
If the user sets the input mode to UI Only and then clicks on the screen in an empty area (so that it captures the mouse) the user will no longer be able to add any input of any kind and must use th ...
When using an Optional Name parameter in Create Dynamic Material Instance while using the same Optional Name twice in UMG the engine crashes. I have tested this in a actor blueprint that applies th ...
Default drag image appears to be offset when using a widget that is created just prior to clicking and dragging. The image starts in the top left and then slides towards the mouse. ...
The event "On Animation Finished" does not fire off until a few seconds after the animation is over. ...