Hey Unreal Team and Developers,
I’m sure there was already a lot of feedback on 4.26.0 and the team is already working on many bugs. However, I would like to take this opportunity to explain a few current bugs and at the same time connect some of them with feature requests. Since I mainly work with UMG, I will only talk about it. The following bugs in UMG I have noticed and reported, but for which no issues have been created yet.** I’m only talking about UMG here.**
1.) Delays are not working when game is paused (Since 4.26.0)
One or the other may have already noticed. In UMG in 4.26.0 delays do not work when the game is paused. In an Answerhub post a possibility was already shown how the problem can be solved. But I would like to take the opportunity to connect new features with the bug fix right away: In Actor classes there is the possibility to enable “Tick Even when paused”. It would be great if this could be done in widgets as well. This would give you more control. In addition, it would be desirable if UMG could get its own timers. Since timers in UMG are known not to work when the game is paused. I have submitted this bug under the case case # 00280420, but no issue has been created for it yet.
2.) Rendering issues when blending Progress Bars through Retainer Boxes (4.24 - 4.26)
This bug exists since 4.24 and I have already addressed and reported it (Case # 00276144) in mid-December, but unfortunately an issue for it has not been created yet. The issue is that progress bars rendered by retainer boxes can be rendered incorrectly. The incorrectness of the rendering depends on the resolution, but unfortunately I can’t say exactly why this happens. However, it is reproducible even in a build and can occur in different resolutions.
I would like to take this opportunity to propose a new UMG feature for the palette, I would call it “Layer Box” or “Mask Box”. The Mask Box can contain 1 child and is used exclusively to mask the content with 1 or more masks (Textures / Materials) added, where different settings for masking can be helpful, e.g. Masking Intensity. If you had to compare this feature with masking out in e.g. Photoshop, it would probably be that of the layer mask. In Photoshop, layers can be assigned masks.
"Masking out" would mean here, you have a mask texture that you create e.g. with Photoshop, this mask texture is black and white. Where the white areas in the image represent the area to be rendered and the black (or transparent) areas in the image represent the area to be masked out.
This feature would be a good alternative to the positive side effect of the retainer box, since the retainer box is actually intended for the purpose of optimization (as far as I know) and not for design purposes.
3.) Feature Request: Masked Background Blur
It would be cool if you could mask out the background blur with a texture using the same masking method I explained above. As far as I know, this is unfortunately not yet possible in BP / UMG at the moment.
4.) General Engine Feature Request: "Edit Struct"
It would be great if you right-click on a make or break from a custom struct to be able to select “EDIT STRUCT” and open the “Struct Editor” directly from it.
So that’s it from me for now. I wish you guys a healthy year.