It looks like maybe CheckDefaultSubobjectsInternal() isn't set up to handle non-native (i.e. Blueprint) class types? As well as AActor::CheckActorComponents() perhaps? ...
Fix is found in licensee’s pull request:https://github.com/EpicGames/UnrealEngine/pull/10333/files ...
If the 'Activate Touch Interface' node is called in blueprints (set to a non-'None' interface) and the current touch interface is set to 'None', the editor crashes. ...
According to AnswerHub, Setup.sh will fail: https://answers.unrealengine.com/questions/427889/building-engine-on-linux-gitdependenciessh-no-such.html ...
In 4.7 you could select multiple material assets in the content browser, right click and choose Asset Actions > Property Matrix to bulk edit material properties, but in 4.8 and 4.9, this feature is ...
It looks like UnbindFromSkeletalMeshComponent stops all montages. This is called when the animation section restores its state. https://udn.unrealengine.com/s/question/0D52L00004lun3ySAA/restore ...
Volumetric materials on a Niagara mesh renderer will not appear in the scene and cause a handled ensure. ...
This problem was reported in this UDN:https://udn.unrealengine.com/s/question/0D52L00005PbEYNSA3/landscape-distance-fields-artifacts?fromCase=1 ...
https://udn.unrealengine.com/questions/378873/bug-datarouterolepicgamescom-requests-should-be-ca.html?childToView=379014#answer-379014 ...
See https://udn.unrealengine.com/questions/553031/volumetric-fog-bug.html?childToView=554676#answer-554676 ...