the handled value passed to unlock_mouse is actually treated as unhandled, because FEventReply has no uproperty and no Identical()function of its own. Adding WithIdenticalViaEquality can fix this is ...
Engine crashes when the value in the Cubemap Resolution for the SkyLight component in the BP_LightStage is changed by spinning the value. This asset is found within the Advanced_Lighting map of a B ...
Child Actor Components run their construction scripts upon parent's placement in level. However, these specifications are not maintained once PIE is initiated. ...
The implementation for TUnion is commented out (in Union.cpp) causing it to not function properly. DEFINE_LOG_CATEGORY(LogUnion); has to be added to the user's source file for the VS compille to wo ...
Widgets appear and function fine in regular PIE. This may be a result of recent changes to widgets in Dev-Editor. Will regress upon request. ...
User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...
Add a new Project Setting to attempt to launch project in VR by default (e.g. check this setting OR -vr in the UEngine::InitializeHMDDevices() function ...
REGRESSION: This regressed between 4.23 and 4.24 Assets set directly in a soft object reference pin on a blueprint function are not correctly referenced. ...
The class UFbxExportOption is not specified as a blueprint type, so it cannot be constructed in blueprints. This class is needed for exporting FBX files from a sequence, which means this functionali ...
There is an arrow with a menu that opens when clicked. That menu binds member functions to the widget. The widget is being deleted when the user clicks on the action in the menu, before the action i ...