It was mentioned that the global invalidation should be toggled off during loading screen and subsequently restore the state after. A request was made for this dynamic behavior be part of the engin ...
FindTextInLocalizationTable can't find a translation to an entry when the translation is the same as the looked up key because FTextLocalizationManager::DisplayStringLookupTable don't keep entries t ...
The Preview text display in the Font Editor does not apply the Sub-Font family settings. Only the Default Font Family and Fallback Font Family can be applied to the display. ...
Changes to the hit test grid of an invalidation panel while caching is disabled won't be respected when caching is reenabled. This can cause interactive widgets such as buttons who were set to colla ...
Reproduction Attempts: 3/3 Doing some additional testing for Spawnable Post Process Volumes in a level sequence, the PPV does not appear after saving the level and level sequence, closing and reope ...
See [Link Removed] for details ...
Requested in https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Previously discussed in https://udn.unrealengine.com/s/question/0D52L00004vKeNJSA0/blending-postproce ...
https://udn.unrealengine.com/s/question/0D5QP000006g7Px0AI/auto-exposure-various Caused by inconsistent usage of ClampMin/ClampMax/UIMin/UIMax in Scene.h Ranges should also be modified based on ...
Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...