When using Precomputed Visibility in conjunction with HLODs and translucent materials without them culling actors occluded by the translucent material. The example gif attached shows that the base ...
If you add a throbber to a UMG Blueprint and use the Graph of the Blueprint to change the 'Set Number of Pieces' and use 'Event Tick' to tick the widget, the throbber widget will not appear on scree ...
Short duration sounds (< 1.0 seconds) trigger a check on max distances by sound nodes in a sound cue. Sound cues which use SoundNodeParamCrossFade are reporting 1.0 as the max distance and thus resu ...
Editor crashes with 2 or more Clients when spawning a Blueprint created from a Static Mesh using the Blueprint/Add Script button. Blueprints created from Static Meshes using other methods do not cau ...
User receiving crash when compiling & saving blueprints. Log Error: (SIGSEGV: invalid attempt to access memory at address 0x0) User also supplies a Stack Trace Image in his answerhub post. ...
When using Scene Color in a Particle System's Material with Separate Translucency checked true, all Particles with Separate Translucency checked true placed in the level with the Scene Color Particl ...
Delegation issue with copied instances of a Trigger BP that is based off of the StaticMeshActor parent class. If bp Trigger A is placed into the level and then 2 copies are made (B & C), when C i ...
User who has been working with an Ocean Shader for some time noticed that on updating to 4.8 Previews, the Adaptive Tessellation is not updating correctly when the mesh displaces from out of camera ...
Lots of details on the related UDN thread. In short, Navigation System is not handling properly deep component hierarchies. I've added a test map for this to AIProject, it's ComponentHierarchyOnNa ...