This bug has different behavior throughout the 4 different versions listed. 4.8.3 - Gives an assert 4.9.2 & 4.10 - Gives a fatal error crash 4.11 (Main) - Freezes the editor without a crash report ...
If an existing AddComponent node is placed in an Actor Blueprint's Event Graph for a custom ActorComponent-based Blueprint Class, the node will fail to be scheduled after adding a variable marked "E ...
Extremely long Spline Point will cause the editor to lose FPS and crash some machines User Description: A couple of times I've accidentally scaled a spline node to be huge, causing the spline to ...
Aligning comment boxes does not move the nodes within them. Reproduced in 4.10.0 binary and Main (CL# 2765781). Not a regression: Blueprint node alignment was not available prior to 4.10. ...
Changing the default Child Actor Class for a ChildActorComponent in a Blueprint after an instance of that Blueprint has been added to a level results in the instance in the level gaining an extra Ch ...
Adding Screen Space reflections to a Translucent Material Causes black reflections. Sometimes the reflections are completely white and do not change when changing the intensity of the lighting. [L ...
After importing a mesh with "Import Animations" enabled the editor crash's. Importing only the mesh does not crash the engine. Importing animation separately and assigning to Skeletal mesh on import ...
I was noticing that functions you define in a Blueprint Function Library created in the content browser are only usable from blueprint classes that derive from Actor, but not from blueprint classes ...
LogUnrealMath:Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead. LogOutputDevice: === Handled error: === Ensure condition failed: false [File: ...
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() [d:\usr\test\ue4\engine\source\runtime\renderer\private\lightrendering.cpp:551] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Ren ...