Compiling Child Blueprint and editing child component's class value, results in parent component's value being changed under certain compile conditions. "This is because they're now pointing to t ...
When specifying a widget of a different size than the screen in FReply::LockMouseToWidget, the cursor is locked to a different position in native full screen mode. It appears that the window size n ...
If a struct has a variable set to a class type, then the object of that class type is moved to a new folder in the editor, the struct will replace the class type with "class", which causes the edito ...
This is a trending crash after the 4.17.2 hotfix, but has occurred since 4.17.0. Users have not provided any description of their actions when the crash occurred. The callstack shares similarities ...
This is an edge case occurring when changing Input Mode while the Scroll Box is being dragged. When the Input Mode switches to Game Only, further drag actions are no longer possible. However, becaus ...
Get Instances Overlap returns overlap outside of the collision bounds. This effects the Instanced Overlapping Box and Sphere. It is also reproducible with engine assets replacing the Fencing mesh. ...
Customizations that use FDetailPropertyRow::CustomWidget and set the visibility attribute do not honor it. A Customization set up like the below, for instance, will not honor the Visibility in red d ...
The output of the CustomStencil node in a User Interface material does not align with the viewport dimensions. Toggling fullscreen/windowed mode (F11) causes the offset to reappear, so scaling the n ...
When Use mouse for touch is enabled, the button fires onreleased event. Here is what I investigated. Use mouse for touch enables gesture action in the button that leads to LongPress gesture fires ...
Toggling the Debug Camera with the UCheatManager::ToggleDebugCamera() function in a PlayerController derived class causes a crash. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL ...