If the user in holding down a key and then uses the mouse to click on a button in UMG it will cause the key to fire off it's released execution. ...
The user can use special character when naming widgets in widget blueprints which can cause some issues. In this case naming a button "<" and adding a child text block to the button named ">" will c ...
When working on a level asset and using command "File – Save Current Level As..." to save it over a different level asset, the engine first deletes the target level (that's going to be overwritten) ...
When renaming a widget in the widget hierarchy the user experiencing does not appear to match up with what is expected. After renaming the widget if the user presses the down arrow key it is assumed ...
When we have an enhanced input input action that uses a Down trigger and is mapped to a gamepad button, for example Gamepad Face Button Left, it can get into a bad state when the game is unfocused. ...
Renaming a shot through the shot track does not change the name of the underlying asset, and causes it to no longer match when looking for takes ...
Renaming a blueprint to None will cause the blueprint to become unusable. The first time an item is named it will prevent the user from naming it "None". However, when renaming the asset the user ca ...
It seems the editor crashes when adding a new Macro to a Blueprint Macro Library. This only occurs if you rename the macro that gets automatically created when you open the macro library to somethin ...
In an Actor blueprint, creating a custom event with an input parameter and renaming said parameter to "NEWPARAM" will not rename the parameter. Note: Renaming the parameter to another name, and t ...
The hover state for a button is given instead of a click when using touch on mobile. The user must click twice to get the first button "Click" and the hovered state remains until the user holds ther ...