When using a controller to navigate/ interaction with UI it appears that the "Skip Assigning Gamepad to Player 1" option is not taken into account when assigning input for UI. ...
It seems the EdModes can override the widget transform matrix with those methods. Its a matter of deciding what should happen on multiselection of instances. virtual bool GetCustomDrawingCoordinate ...
Finding a variable that has a specific default value works for other container types (array, set) but not currently for map variables. ...
When the child of an actor with the UCLASS specifier NotPlaceable has the UCLASS specifier Placeable it still isn't placeable. This behavior doesn't occur in 4.20.3. Found in 4.22 CL#7053642 Reprod ...
UPaperGroupedSpriteComponent does not properly update its physics data at runtime, due to relying on the inherited UPrimitiveComponent functions that do not handle its multiple FBodyInstances. ...
On Oculus Quest - The bottom portion of Media Player Textures are clamped. Confirmed in 4.24 MAIN @ CL 7226586 ...
When importing an animation using the same import settings as the imported skeletal mesh it is meant for part of the mesh is rotated 90 degrees around the root. The files that were used to verify th ...
We need to investigate more what happen during this reimport with the material ID. The asset can also be broken when the DDC get dirty and the asset is rebuild. ...
When scaling a widget slowly it appears to have a slight jerkiness as it is resized ...
UActorChannel::SetChannelActor contains old code to synchronize the channel sequence numbers for a connection if the channel index is reused. This seems unnecessary now that we intentionally update ...