`TreeView->ClearSelection()` gets called before the text is set/committed. `FBlueprintDelegateActionDetails::GetDelegateProperty` which calls `SMyBlueprint::SelectionAsDelegate` requires the TreeVie ...
Adding an instance of Atmospheric Fog to a Level causes the Editor to crash on both Linux and Windows when using Vulkan. There is a different callstack when SteamVR is enabled on Linux which is also ...
When copying/pasting a user created Widget into another widget any changes made to the copy will change the main Widget without making any changes to the copy. ...
The current GetClassDefaults is overly restrictive in what it allows to be modified and not. Object properties that point outwards (i.e. non-instanced) should be accessible. ...
In a packaged game or standalone, if you change map with DFAO enabled the previous DFAO will still be visible. This does not occur in PIE. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4613 ...
When an actor set to movable and ticking with TG_PostUpdateWork is walked over, the character's capsule component position is incorrect during movement. ...
Created Static Mesh Actor's Simplified Collision boxes do not mirror Collision Orientation when mirrored in the World/Editor. ...
AStaticMeshActor::CheckForErrors() is producing slightly incorrect results due to position and scale being exact matched, instead of using an epsilon comparison. Rotation is using Euler angles for ...
Un-checking the ContributeToMass setting on any part of a physics asset results in an ensure when simulating physics. ...
BP SET nodes for FGameplayTags do not respect category filters, instead the dropdown shows an unfiltered list of all gameplay tags. Given the MyValue property decorated as follows: UPROPERTY(Edit ...