Font outlines render underneath the text, meaning that partially transparent text will allow the outline color to show through. This can be avoided by enabling Separate Fill Alpha. However, that opt ...
We don't currently multiply by the parent widget's color and opacity when calculating the color and opacity of a text block's outline. Since color and opacity are precalculated before the outline is ...
This was discovered during the 4.15 mobile compat. ...
The 'Random Pitch Angle' setting within the Foliage instance settings are being overridden or ignored when 'Collision with World' is also enabled. This occurs in the binary releases of 4.12.5, 4.13 ...
Packaged GearVR projects are rendering black except for the Movement Widgets. This was reproduced with two machines on two separate devices. This is a regression from CL 3244548 ...
The animations will blend together forming one animation and works fine until you undo and separate the animations that were put together. Causing animations to break. p.s. Sorry for long video, 0: ...
When the following settings are changed in a Timeline in a Blueprint, the blueprint is not dirtied, meaning that the changes won't be compiled or saved upon playing or using Save All. Length Use La ...
Line Height Percentage causes highlighting for text to be offset. The text appears to be moved (as expected), however when highlighting the highlight does not completely cover the text. ...
Making a change to the Provide Single Actor function in an EQS Context blueprint does not seem to be saving properly. The EQS Testing Pawn will fail to display any test data if you change the bluepr ...
There is a spelling error in the details panel of Rotate to Face BB Entry node in Behavior Trees. The error is in the tooltip for the Precision property. ...