This is a common crash affecting users in 4.16. The callstack is similar to [Link Removed], which was fixed in 4.13. User DescriptionsAccidentally duplicated a blueprint with multiple static mesh ...
In engine version 4.17 and later the Post Process Materials node is not present. This option allowed for custom Post Process Settings. Other nodes are still present and working as intended. This iss ...
There is an issue occurring where after the map built data is made building lighting on a level causes the level to become dirty. this occurs even if anything in the level has not been changed excep ...
FBX assets originally imported in 5.7 lose their "Combine Static Meshes" import setting when reimported in 5.8. In 5.8 "Combine Static Meshes" was changed from a bool to 3-way enum, and the old bool ...
When selecting an actor in the viewport, some AMD GPU users are reporting that the selection outline is not visible. Rolling drivers back to 17.1.1 correct the behavior.| Two EngineQA tester have ...
Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
When a variable of a struct is added to a blueprint, the reset to defaults arrow does not appear when the variable values and struct defaults differ. Note: A child of (or placed instance of) the bl ...
I have observed this behavior in 4.18.3, 4.19.2, and Main (CL 4048405) Per User: I made a landscape, painted some foliage and saved the scene. After I saved the same scene under different name the ...
REGRESSION: Yes. Does not occur in 4.16.3 Using Copy/Paste to duplicate a component will result in a broken duplicate component. This doesn't occur if the user uses Ctrl+W to duplicate. On compi ...