Since changing the temporal history buffer to 11:11:10 from FP16, it looks as there is visible dithered quantization to remove banding when rendering. (Taken from conversation on Forum Post linked f ...
Crash when destroying two components in a specific order in this user's project. The crash occurs under two circumstances inside the LogActor Blueprint: either DestroyLogPart is called for both Te ...
When using a branch node inside of a Sound Cue, if that branch's bool parameter is changed while the cue is playing, the cue will be restarted from the beginning. Link to project: [Link Removed] ...
If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened. ...
Adjusting properties of a Blueprint instance's components in the level does not update references to the properties in the BP's Construction Script. Note: this would work in 4.8.3. Reproduced in 4. ...
Rapidly clicking on the loading screen can result in the mouse being unable to interact with the level. Note the minimap can still be used but the player cannot interact otherwise ...
If you have duplicated a light a few times, and set one of those to Use Area Shadows for stationary Light, and then build the other two lights turn off. ...
Sending a string or text of 1024 or more characters disconnects Client and Server. 1023 works without disconnection. Possibly a buffer overflow problem? Is this expected behavior? Reproduced in 4. ...
Changing the name of a variable that references a Blackboard Key inside a Task removes the Key reference inside the Task's node in the Behavior Tree. Clicking on the Behavior Tree's Task node that r ...
A Behavior Tree reference to a Blackboard Key will become invalid when the name of the Key is changed in the Blackboard. Clicking on the Behavior Tree node that references the key will update the ke ...