In the Static Mesh Editor, Enabling Vert Colors causes high exposure in the viewport. Workaround Disable Auto Exposure in the Project Settings > Rendering > Default Settings This is a Regression ...
When adding an interface to a blueprint, only blueprint created interfaces are available. Engine / custom interfaces written in code are not listed. Regression: Yes - custom interfaces are present ...
A licensee is reporting incorrect results when using the Pixel Depth expression and Custom Depth. Custom Depth is working fine, but when combined with Pixel Depth the results are quite different fr ...
NOTE: Does not occur in 4.16, entered this to find a fix for licensee to integrate. Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 633] Array index out o ...
Certain levels have really dim lighting in ContentExamples on Mac. This does not occur in //UE4/Release-4.15 on CL 3416026. Maps tested so far where the issue is noticeable: Navmesh UMG ParallaxOc ...
Not a regressionInfo Repaired painted vertex colors in 0.0s for 2 components in /Game/Maps/Leveldesign_Workflow. Resave map to fix. Warning Spent 0.0s repairing painted vertex colors due to stati ...
The pin for Default for switch nodes in the preview build for 4.16 displays as a circle, this visual display for a pin is used with variables or a reroute node, but the default is and exec pin, and ...
When changing from boolean to Integer/Byte the select nodes options are not changed to Option 0/Option 1 and instead are left as False/True ...
When you connect a pin to a select node and determine the type of the wild card pins the other option pins do not have their literal populated. This occurs for enums where no option is select and n ...
This is a bug found by a licensee ...