When using the ForceSuccess decorator on a Run Behavior task which also has an abort decorator, the Force Success node cannot make the task return succeeded when the abort is triggered. This means t ...
Key repeats from the OS do not affect the EnhancedInput normally, but it causes inconsistent event triggers when FlushProcessedKeys is called with holding a keyboard key down. Removing references t ...
Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
A checkf can fail in SSourceControlChangelists.cpp with the message: The same uncontrolled item was visited twice. It is likely present in more than one uncontrolled changelist This has been addre ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...
When dragging multiple (tested with 4) notifie states there are a few issues. On Drop: Some notify states do not land on the correct track. On Drag: The notify states do not line up with their cor ...
This problem is reproduced on other widgets using MultiLineEditBox. ex.) description in source control commit log pane, comments in blueprints, etc. ...
When using min or max set values for animation channels in sequencer, the sequencer viewport will show different values than what is capable when using autokey functionality. ...
When calling the Draw Debug String node outside of play, no text is visible in the viewport. This occurs with Editor Callable functions on placed blueprints as well as from Editor Utility Widgets. ...