UCanvasPanelSlot::PostEditChangeChainProperty not only does not call its Super function unless the anchor node has been set, but it calls Super:: PostEditChangeProperty instead PostEditChainProperty ...
When moving an instance static mesh between sublevels the number of instances being used will be set to zero. This happens when an empty actor is added to the level and then has an instance static m ...
The Reset to Defaults button in Editor Preferences does not reset all the properties to their default values. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4543149), 4.22 (CL ...
There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...
When simulating in Editor, the Skeletal Mesh bone locations are not being passed into simulate if the simulation is being toggled the same frame when the Mesh is being set on a Skeletal Mesh compone ...
The void function UButton::RebuildWidget() does not call PressMethod when rebuilding the widget. Tested 4.19.2 (CL- 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4537669), 4.22 (CL - 4531805) ...
The code in GameplayTagContainer.cpp has code for generating debug strings representing tag queries. Compare the code in EmitTokens in all other queries to the code in UEditableGameplayTagQueryExpre ...
IE_Released is called when switching between the Game and UI input modes, despite the button being still held. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4527422), 4.22 (C ...
The "LookAt AimOffset" animation node does not recognize the interpolation setting on its assigned Blendspace. This causes the animation to snap to positions instead of smoothly rotating to them. ...
The alignas keyword is not usable with a USTRUCT. It can be used with a normal struct. ...