When creating a level script actor class and adding logic in the new level script actor class the logic is not automatically executed in child levels. In order to get it to execute someone has to go ...
When a UProperty pointer to an EditInlineNew class is modified, we reconstruct the details panel and rerun customization builders. This can cause FDetailArrayBuilder to run it's destructor, we can u ...
Reference to child actor is invalid when compiling the parent blueprint. In this example, when compiling blueprint 'A' the print string result will say that "Child Actor ref is INVALID". However, if ...
The Get Mouse Position on Viewport node does not appear to give the correct position of the mouse in the viewport. The further the mouse is moved away from 0, 0, the greater the discrepancy appears ...
Calling the function FTabSpawnerEntry& RegisterNomadTabSpawner( const FName TabId, const FOnSpawnTab& OnSpawnTab ); to display the name of a new plugin causes the name to be displayed twice. In t ...
When a user sets Window's scaling to 150% or higher, some menus in Unreal Engine go off the screen and users are unable to select some options. Found in 4.18 3709383 Reproduced in 4.17 3658906 an ...
`check(Samples.Pop());` this kind of `Pop()` inside of a `check()` is in a few places in MediaSampleQueue.h and MediaSamples.cpp but `check()` expands to nothing in Shipping/Test, so, required work ...
(User report) Attempting to build 4.18 Linux using v10_clang-5.0.0-centos7 results in an error: specified path differs in case from file name on disk Note: There is another issue reported in the sa ...
When running the console command "scalability auto" on a packaged project, the benchmark for the CPU is returning "inf". Example logs [2017.11.09-14.35.50:583][ 92]LogConsoleResponse: Display: Cu ...
Playing a previously played (and stopped) UMG animation doesn't work properly if the visibility of that widget was changed in the same frame as the PlayAnimation node. If PauseAnimation is used inst ...