User reported an issue of a mesh not being visible when a project has multi-level blueprint inheritance. After reproing, I believe the root cause is DefaultSceneRoot of the grandchild BP class not c ...
Result: In UMG_TileViewItem, EventOnListItemObjectSet function Trigger once Expected Results: EventOnListItemObjectSet function Trigger twice ...
Here are gif screenshots of the different results in UE and Unity of the same operations. [Image Removed] [Image Removed] ...
When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...
It's hard to say if this actually a UX issue specifically tied to component editing, or a broader issue with UX. Either way, we should triage the problem and work from there. ...
With the way PLATFORM_XSX, PLATFORM_PS5 etc. are defined, it seems intellisense doesn't know about them, because the .vcxproj only references the Win64 version of Definitions.h, and they are defined ...
Material Layers do not properly display parameter custom names in the same way that regular materials do. [Link Removed] ...
The source of the error appears to be a stray DefaultValue="None" that's contained within the inner "Test_Nested_TestContainer" split pin (copy/paste the node to notepad to see this). If you refresh ...
When duplicating a collapsed blueprint graph which has a node with a custom Exec pin, this results in blueprint compilation error that a duplicate named pin is found. Duplicated exec pins aren't ass ...