Engine Scalability view distance settings are not being reflected accurately in the viewport

UE - Graphics Features - Jan 30, 2017

The foliage in the map appears to be unaffected by the changes in view distance. The scalability settings are changing the cvars to the right values but the change is not being reflected on screen ...

Warning spam on opening a level that contains actors with a childActor component

UE - Gameplay - Mar 9, 2017

When opening a level that contains actors with a childActor component, "LogSpawn:Warning: UWorld::DestroyActor: World has no context!" warning will be displayed for each actor. ...

Compile error when connecting Literal enum node to Enum container Map type

UE - Gameplay - Blueprint - Mar 9, 2017

Compile error when connecting Literal enum node to Enum container Map type. If this connection isn't compatible, a "Byte to Enum" would be expected to be created. ...

Spawned Actors are duplicated and remain visible at actor origin

UE - Anim - Sequencer - Apr 11, 2017

Spawned Actors are duplicated and remain visible at actor origin ...

Shortcut(Ctrl+W) do a duplicate action in Blueprint Interface function list even if threre is no duplicate/copy action in the context menu.

UE - Gameplay - Blueprint - May 10, 2017

Blueprint Interface functions have no duplicate/copy context menu but still shortcut (Ctrl+W) is working and making duplicated arguments. ...

Editor hangs at opening Widget blueprint editor when editor preferences window is up.

UE - Editor - UI Systems - Jun 14, 2017

Editor is not responding when opening WB with Editor preferences window is up. ...

Cannot run packaged project if a code class contains a static FSimpleElementCollector variable

UE - Graphics Features - Nov 17, 2017

Adding a static FSimpleElementCollector variable in a code class prevents the packaged project from running. No log is created. ...

Sharing TransitionRule of multiple AnimStateTransitionNode, when AnimBP is opened it becomes dirty

OLD - Anim - Dec 15, 2017

Sharing transition rule it will be Dirty when AnimBP opens. When AnimBP is open, "if(BoundGraph->GetOuter () != Node)" is true in FBlueprintEditorUtils::UpdateOutOfDateCompositeWithOuter, BoundGrap ...

[Metal-Epic:iOS] Directional Light graphics corruption when using the Metal Desktop Forward Renderer on iOS

UE - Graphics Features - Jan 25, 2018

When enabling the Metal Desktop Forward Renderer on iOS, Directional Light's with Light Shaft Bloom enabled will cause full screen graphics corruption when looking at the light source. ...