when applying a scale to either painted instance or spawned from a procedural volume the LOD do not take it into consideration resulting in LOD transition that is not equivalent to the one from a st ...
When playing in the editor with multiple players, the folders in the world outliner open up. ...
When attempting to add an array element to an array that exists on a component contained within an actor that is instanced in the level, the editor will crash. This does not occur if an array elemen ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
SetVisibility not working with Web Browser Widget on mobile devices ...
UMG Webrowser widget does not display embedded youtube videos. ...
Attachment will currently fail at runtime during load and/or construction if a component from a non-nativized child Blueprint is attached to an inherited component from a parent class that is nativi ...
UHeadMountedDisplayFunctionLibrary::GetHMDDeviceName() says it returns the "device" you are using, but it really returns the name of the SDK or XR System that you are using (for example launching o ...
By starting PIE while an uncompiled widget is open in the widget editor, it's possible to trigger a call to NativeDestruct on the preview widget. This is especially dangerous because NativeConstruct ...
It is not possible to access properties of the {FAppleARKitFrame}} struct within a Blueprint. The struct itself is exposed as a BlueprintType, but none of its properties are also exposed. ...