When a list view item in UMG is selected using "Set Item Selection" it will get the item of the first entry in the list or the last entry manually selected by the user. The correct item display nam ...
Replacing GENERATED_UINTERFACE_BODY() with GENERATED_BODY() in 4.7.0 or above results in an Unreal Header Tool crash and build failure in Visual Studio. This was working in 4.6.1, but when tested i ...
This is a common crash in the 4.18 release. The callstack is rather generic, and I have attached two logs but neither displays the error information. Users have also not provided any descriptions ...
It is believed that soft references resolved during runtime, point to the edit time instances of actors instead of the runtime instances. This issue does not reproduce when it is called from an Inp ...
If a widget has playing animation node in finished animation event, calling StopAllAnimations appends a new UMGSequncePlayer to ActiveSequencePlayers array during array iteration and cause ensure co ...
In my 2nd viewport I like to turn Mode Widgets and Selection off. After I turn them off, if I select any actor through the Outliner, both those show flags turn back on in my 2nd viewport. I think a ...
Having an actor with a WidgetComponent + DrawAtDesiredSize will cause a lag spike when size changes in VR. Additionally, If you enter a value other than 100 in SetWorldToMetersScale the 'draw at ...
If the user gets the default style of a button and then uses that widget style to set the style of another button the second button will then have a blank white texture for it's style rather than th ...
When editing the texture parameter of Material Isntacne using Editor Utility Widget, the old texture is linked with the SoftReference. When change the texture parameter in Material Instance Editor, ...
With a large snap scale just selecting the uniform scaler will make the content scale to 0. It seems like it is far too easy for meshes to accidentally be scaled to 0 with snap scaling. Another exa ...