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 ...
Reverting to the fix in [Link Removed] (CL#17788567) will avoid the crash. ...
In the sample project we have a Widget Blueprint asset (SomeWidget) that implements a native interface (PrintSomethingInterface.h). However, in the DefaultEditor.ini file, we've also excluded all Wi ...
Widgets with a UI Material that uses Custom Stencil will not render meshes with a set stencil. This is working as expected in 4.19 CL# 4033788. Found in 4.20 CL# 4369336, 4.21 CL# 4541578, and 4.22 ...
When a widget Blueprint that is derived from a custom UserWidget class containing a custom EditInlineNew UObject class property is compiled, any value that has been set in the UObject property is re ...
Can Loop is the edit condition for two other values in the struct, and those will have values by default when the node is created, so Can Loop will be true in the make struct node. You can work ar ...