Some changes were made to the Levels window for 4.17 which allowed sublevels to be organized into folders. It appears a side effect of this change was that levels can no longer be manually reorganiz ...
There is an issue with the checkbox taking input when the visibility is set to "Self Hit Test Invisible". It should not be taking input as it should have the same properties as "Hit Test Invisible", ...
When using SceneCapture2D and trying to edit the "Primitive Render Mode" (found in Details panel, Scene Capture) you can select the "Render Scene Primitives (Legacy)" and the "Use ShowOnly List" opt ...
Widget component disappears on Compiling the Widget blueprint. If an actor is using a widget component and the corresponding widget blueprint is compiled. The instance of the widget component in the ...
When Cast Shadow and Self Shadow Only in the Lighting Section of the Details of a mesh, the light will randomly hit the mesh even though it is in a shaded area. Light appears to flicker and will com ...
When a user sets Window's scaling to 150% or higher, some menus in Unreal Engine go off the screen and users are unable to select some options. Found in 4.18 3709383 Reproduced in 4.17 3658906 an ...
Calling the function FTabSpawnerEntry& RegisterNomadTabSpawner( const FName TabId, const FOnSpawnTab& OnSpawnTab ); to display the name of a new plugin causes the name to be displayed twice. In t ...
When unlocking FPS in Viewport it defaults to 120 instead of potential max FPS. If you do this during Launch the 't.MaxFPS 0' or 't.MaxFPS -1' commands unlock the FPS to the max the GPU allows in th ...
REGRESSION: No, this is based on an older bug ([Link Removed]), but with new steps to reflect new editor behavior. When creating a blueprint from the Details panel, there isn't a unique tooltip for ...
The Get Mouse Position on Viewport node does not appear to give the correct position of the mouse in the viewport. The further the mouse is moved away from 0, 0, the greater the discrepancy appears ...