Thumbnail Renderer Issue

I found in a case thumbnails of custom types could look differently in the Content Browser from in the Details Panels if I drew a texture not filling the whole canvas.

So I created a simple asset type to test the case. It has a thumbnail renderer to draw a given texture on the canvas with given padding.

In the following picture, you can see when the given texture is drawn with a padding of 10 pixels, the thumbnail in the Content Browser looks fine but it’s not true in the Details Panel.

If I try to increase the padding, the space surrounding the given texture will expand further like the following picture with 20 pixel padding.

Hence, I think it is a bug and hope someone can fix it because I am doing something like that in my plug-in.

If someone wants to reproduce the bug, they can use the following code:

My test asset type:

UCLASS(BlueprintType, Blueprintable)
class TESTTHUMBNAIL_API UMyAsset : public UObject
{
	GENERATED_BODY()
	
public:	

	UPROPERTY(EditAnywhere)
	class UMyAsset* TestAsset;

	/* Specifies the background texture of the thumbnail. */
	UPROPERTY(EditAnywhere, Category = "Thumbnail")
	class UTexture2D* ThumbnailTexture;

	UPROPERTY(EditAnywhere, Category = "Thumbnail", Meta = (ClampMin = 0, UIMin = 0))
	FMargin ThumbnailPadding;
	
};

A Thumbnail renderer for the asset type:

UCLASS()
class TESTTHUMBNAILEDITOR_API UMyAssetThumbnailRenderer : public UThumbnailRenderer
{
	GENERATED_BODY()
	
	// UThumbnailRenderer interface
	virtual void Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas* Canvas) override;
	// End of UThumbnailRenderer interface		
};

void UMyAssetThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas* Canvas)
{
	UMyAsset* Asset = Cast<UMyAsset>(Object);
	if (Asset == nullptr || Asset->ThumbnailTexture == nullptr ) { return; }

	Canvas->DrawTile(
		(float)X + Asset->ThumbnailPadding.Left,
		(float)Y + Asset->ThumbnailPadding.Top,
		(float)Width - Asset->ThumbnailPadding.Left - Asset->ThumbnailPadding.Right,
		(float)Height - Asset->ThumbnailPadding.Top - Asset->ThumbnailPadding.Bottom,
		0.0f,
		0.0f,
		1.0f,
		1.0f,
		FLinearColor::White,
		Asset->ThumbnailTexture->Resource,
		true);
}