This is in response to the reported bug from UDN, here: https://udn.unrealengine.com/questions/313095/in-the-shadowdirectional-light-always-light-skelet.html ...
https://udn.unrealengine.com/questions/315374/reducing-size-of-gpu-particles-textures-breaks-vfx.html#answer-318609 ...
Per https://udn.unrealengine.com/questions/326046/blueprint-properties-reset-across-seamless-travel.html#answer-326562 ...
Discussed here: https://udn.unrealengine.com/questions/385366/hot-reload-cant-find-game-module-dll-that-doesnt-a.html ...
There is a one-line fix for this in a shader file, see their PR on GitHub:https://github.com/EpicGames/UnrealEngine/pull/10251/files ...
UDN Link: https://udn.unrealengine.com/s/case/5004z00001ndG9mAAE/tarray-uproperty-element-do-not-get-the-correct-default-value ...
Can be worked around with always keeping a viewport opened. https://udn.unrealengine.com/s/question/0D5QP000002Hfdh0AC [Link Removed] ...
Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...
The NavMesh creates breaks at the wrong rotation if the mesh is using collision created from outside of UE4. This is obvious in a lot of the market content with special collision created in maya/3d ...
When a State machine is duplicated, all states inside of the state machine keep their original names. This causes duplicate names and selection issues. ...