UMG clipping requires stencil. Seems like we don't request stencil when creating backbuffer Changing const int EGLMinStencilBits = 0; to const int EGLMinStencilBits = 8; fixes this. ...
Changing the time snapping interval in UMG Sequencer doesn't seem to update the timeline. It appears to stay as though it is being snapped by time rather than frames. This is a Regression from 4.1 ...
Variables named PlayerCamera are being automatically replaced with references to PlayerCameraManager in Player Controller Blueprints. Occurs when you copy+paste a reference (both get and set) to Pl ...
When using the Vive and the Anti-Aliasing Method of "Temporal AA" Widget components appear blurry during movement. ...
If the settings for the multiplayer options are set as follows: Number of players : 1 Run Dedicated Server : True (Checked) Use Single Process: False (Unchecked) Editor Multiplayer Mode: Play As Cl ...
FindInBlueprints->CacheAllBlueprints(FSimpleDelegate::CreateSP(this, &SReplaceNodeReferences::OnSubmitSearchQuery, true), EFiBVersion::FIB_VER_VARIABLE_REFERENCE); This leads to crash. Users can b ...
The editor crashes when testing an animation that has an audio track containing a wave sound. ...
After adding a capsule component to a new actor blueprint and then transforming it, if the user replaces the default scene root with the capsule then the capsule's transform properties do not reset. ...
In the Anim Graph, replacing an asset in a sequence player node does not register in undo history. It does not show up in the Undo History window, and when the user undoes the action, it completely ...