When using the middle mouse button for panning in a graph editor, the zoom/pan transition effect will not cancel before completion due to manual input, leading to UI/User competition in an undesirab ...
This issue is similar to [Link Removed]. But I tested the shelve 10164190 mentioned in the comments. It didn't work. ...
Floating point error from UGameViewportClient::SplitscreenInfo causes this issue. FMath::TruncToInt( 3240 /*ViewportSize*/ * 0.333f/*Ratio in SplitScreenInfo*/ ) = 1079 I suggested a following t ...
When look at stats in Unreal Frontend, can see the events that run in the function. It work in 4.21, but it doesn't work in 4.22. ...
IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level. ...
The incorrect use of NewObject() to instance nested class-owned subobjects will force StaticAllocateObject() to reconstruct the instance that was already constructed by the outer class ctor in nativ ...
After switching from Xcode 11.0 Beta 3 (11M362v) to Xcode 10 (10A255) and then back to Xcode 11, the editor no longer recognized that Xcode was installed on my machine when trying to use Xcode 11 as ...
This is a regression introduced by the particle system manager. It does not account for the owning actor's time dilation when ticking the particle system components. ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...