This is not a regression. This also occurs dating back to 4.15 and 4.14. The editor crashes on this check in FLevelEditorActionCallbacks::Paste_CanExecute() when updating the Edit menu state: chec ...
When disabling/enabling tick at runtime, if (TickInterval == 0) then DeltaTime returns as the length of a frame, but if (TickInterval > 0) DeltaTime returns as the length between when tick was disab ...
Reaching max Pitch and Yaw while piloting an actor will cause the actor to roll randomly User Description: When pointing my view straight down or up the rotation values (x and z) go wild, this mak ...
Software cursor will not go beyond the native resolution of the monitor. This means that if the resolution for the game window is set to a resolution higher than the native resolution of the monitor ...
When a component delegate is called in a blueprint as an event, changing levels causes the delegate to loose binding and not be called. ...
Emitter Initial Location (EIL)module will cause the emitter with the module to follow whatever other emitter is set. If the emitter being followed has an Orbit module, the first emitter does not fo ...
Slider component does not accurately update the value if thumb image is large in size. The issue is that when a value range on the slider is clicked the thumb should match the associated value; howe ...
Watched value of 'Get Capsule Radius' returns the radius of the wrong capsule. The printed value returns correctly, but the the watched value returns the radius of the inherited capsule component in ...
Differences in PIE and Standalone when attempting to set the Material for a Particle system within the construction script of an actor blueprint. I know there are probably some differences in how P ...
When using a gamepad (Tested with an X-box 360 Controller) if you press and hold a UMG button down and then use the D-pad or another form of movement the currently pressed widget component (In the t ...