The user suggested scaling the TitleBarSize in SWindow::GetClientRectInScreen by GetDPIScaleFactor(), which makes sense to me but doesn't seem to solve the issue entirely. ...
InitOnly FReplicationStateDescriptors will have a value of 0 for ChangeMaskBitCount, so if an object only has COND_InitialOnly properties, its FReplicationProtocol will also have a ChangeMaskBitCoun ...
User reports a difference in how component visualizer clicks are handled in editor vs blueprint viewports. This is likely not intentional, just a case of a difference in control flow in each viewpor ...
The behavior for resetting the default for customized struct properties is inconsistent and needs to be reviewed and fixed. Currently we see this behavior:In non-array properties, the header will be ...
When setting properties and saving simulation changes, EditorUtilities::GetEditorWorldCounterpartActor and EditorUtilities:GetSimWorldCounterpartActor functions seem to get the wrong actor. Actors i ...
A simple search for `NewStyleOutput = true` will reveal the many instances where this flag is already forced on, including media plates and media bundles. This however means that we have incompatib ...
If using the Legacy renderer (Movie Scene Capture) with DefaultRHI DirectX12, there's new delay and also some frames get weird artifacts. However, the delay and artifacts do not appear when using ...
Creating objects at cook time that are exported into the cooked package is a possible cause of indeterminism, and therefore we have banned it in engine classes and will fire a warning about it. Cur ...
When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...