The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
The ListView widget currently depends on the UWorld's timer manager to fire an event indicating new entries have been generated (see UListViewBase::FinishGeneratingEntry). This can become a problem ...
Seems to be somehow related to components being instanced in the Construction Script according to a spline. The transforms are slightly off by more than 1.e-2f. They are reconstructed on load with a ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...
4.26[AssetLog] D:\Binary\UE_4.26\Engine\Content\Tutorial\InWorldBlueprintEditing\TutorialAssets\IWBE_Blutility.uasset: Default__IWBE_Blutility_C is not valid. See the MapCheck log messages for detai ...
When attempting to set the default value of a date time in a sub widget the changes are not kept after compiling. ...
Whenever packaging project from Launcher with a PreviewGameLanguage set, the culture="preview language" is added to the UE4CommandLine.txt file. Can avoid this issue by setting "None" in PreviewGam ...