Copying values of an array created through C++ does not copy all values, only the first value is copied over. This is different than an array that is created in blueprints when those are copied they ...
Windows scaling appears to affect the HMD if the project is open on a screen with window scaling being used. ...
A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...
A crash is occurring when adding an empty shader directory when using the custom node within the material editor. This crash is preventing some users from opening their projects that use this workfl ...
Using Attach To Component and Detach From Component with the Keep World option for the Location/Rotation/Scale rules does not replicate properly to clients. This does work when using AttachToActor a ...
The fix for FURY-149 reinitializes the anim bp whenever the animation section restores state, it may only be necessary to reinitialize it if the skeletal mesh changes. ...
Whenever creating the EditorUtilityWidget asset with EditorTutorial as the parent class, the packaging will fail. If the tutorial is not launched the package will succeed. But launched, it will fail ...
Widgets called to the Viewport with Fullscreen enabled, will eventually cause artifacts to appear on the edges/borders of the screen. There is currently a forums post with multiple users reporting ...
A user on the AnswerHub found an SM5 material error within his material function after following the tutorial below. [Link Removed] I followed the tutorial until I reached the point in which the e ...
Deleting a bound function from a widget sets the binding to None which causes compile to fail. Deleting a bound function from a widget sets the binding to None which causes compile to fail The li ...