UObjects returned from "Get Item Children" in a TreeView widget causes an engine crash, due to invalid pointers. User has proposed the following fix: The best fix is probably such: When Slate list ...
Licensee video of the issue here - [Link Removed] This can be worked around with this setting: [Link Removed] However it is not a solution as this setting actually causes other programs, e.g. sl ...
From observations, this seems to be related to how the mesh selection works, and may be making the pixel under the mouse masked away. Adding a value >= 0.5 between the clamp and the Opacity Mask out ...
When adding text after switching from half-width to full-width input using Microsoft IME, there may be a delay of about 3 seconds before the text can be entered correctly. This is supposed to occur ...
The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...
In /Game/ABPLinkingShowcase/Blueprints/Pawn_ABPLinkingCharacter: The character mesh’s root location is lower than the capsule’s lowest point. This is what causes the issue. Based on the event graph, ...
UPoseAsset::SetBasePoseName() does not correctly set the BasePoseIndex when a valid pose name is provided. Regardless of input, the pose defaults back to ReferencePose. Upon inspection of the implem ...
When switching the Camera's Exposure Metering Mode from Manual toHistogram, the exposure level resets and takes time to settle. The Licensee has a proposed code change that would fix this issue. Als ...
Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...
When pressing the "Show Inactive" button in the material instance editor, all material parameters are supposed to be displayed in the EditorUI. This is not the case, only some of the parameters are ...