There is a mismatch of collision and geometry of WidgetComponent. This doesn't occur in 4.21. It can only be seen in 4.22. [Workaround] Change following code in UWidgetComponent::UpdateBodySetu ...
BRANCH: //depot/UE4/Promotable-CL-2254785 CHANGELIST: 2254785 BUILD TYPE: P4 PLATFORM: Windows DESCRIPTION: Scaling widgets in UMG into a negative values (right < left) causes them to appear as a g ...
The Format Text node may cause a crash when replacing existing hard-coded inputs with string table references. This looks to be dependent on whether or not the string table has been successfully use ...
Listen For Input Action firing erroneously. Confirmed in 4.26 MAIN @ CL 11536993 ...
When using a gamepad (Tested with an X-box 360 Controller) if you press and hold a UMG button down and then use the D-pad or another form of movement the currently pressed widget component (In the t ...
Widgets called to the Viewport with Fullscreen enabled, will eventually cause artifacts to appear on the edges/borders of the screen. There is currently a forums post with multiple users reporting ...
ResolveName will replace the subobject delimiter (colon) with two periods. This increases the length of the string, and can cause asserts due to the string exceeding NAME_SIZE even when the name was ...
Locking the mouse to a widget covered by a Retainerbox locks it in a different position in the standalone/packaging application than in PIE. This does not happen if RetainerBox is disabled and the ...
This behaviour is only observed when implementing the function as a custom event from a blueprint interface. This behaviour is not observed in actors where the blueprint interface function is implem ...
Licensee: When I try to create a new Packed Actor and replace an existing one in a Level instance, the actor gets moved away from the pivot. ...