Seems to be an issue with the indirect lighting cache where if you have interpenetrating static meshes (for example static mesh rocks that make up the ground), there are cases where the cache points ...
If a blueprint has a breakpoint on a node and that node is utilized in PIE, the Event Trace in the Debug Log window will register each action taken by the blueprint multiple times. ...
If a breakpoint is placed on a node in blueprints and then PIE is started, if the breakpoint node is triggered and the user presses F10 (keyboard shortcut to skip to next node), the logic will not c ...
After creating a new level from the levels tab, the temp folder shows back up in the content browser, when it shouldn't. ...
JamesG: New callstack on UDN thread points to UNetDriver::TickFlush Editor crashes if a listen server attempts to use the console command ServerTravel while in Play in a New Editor Window. CrashR ...
If a blocking volume is created in the persistent level and then moved to a sublevel, it will no longer correctly block objects in standalone game. ...
After changing the Slot Name field, the Slot node does not update with the new name until you close and re-open the Animation Blueprint ...
When pressing play within the blueprint editor, if you use control & z, it'll revert your changes you've made to the blueprint. Which could cause people to lose their progress in their blueprint tem ...
Using a Macro to access a variable from another Actor causes a crash in Standalone. This does not seem to affect any other preview in editor, nor packaged games. Reproduced in 4.7.6, 4.8 Preview 4, ...
When placing a Scalar Parameter into the Alpha position of a LERP you will not get the same results as placing a Constant Value when used in a Post Process Material. Constant Value of 0: [Image Rem ...