DragDropOperation is removed when pressing esc button. but this is skipping OnDragCancelled so it can disrupt user's UMG drag operation logic. ...
When setting the DPI Scale Rule to custom and using a named slot the frame rate of the editor will drop while zooming in and out of a widget that uses the widget containing the named slot. ...
When importing, DataSmith is assigning a scale on the actors, the option to set the import scale is no longer available in 4.21. ie: a 36" item comes in at 96" This was reported and tested in 4.21 ...
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 ...