Continuation of [Link Removed] Previous ticket addressed the crash. However, it didn't fix the FScoedLevelCollectionContextSwitch to allow for demo commands to be run from Execute Console Commands. ...
The GPU may time out in NaniteSplit when drawing VSM shadows for Nanite Tessellated landscape with in a scene with several local shadowed point lights. The issue doesn't reproduce in 5.6, likely to ...
When you quickly dock a tab to the main window, you can sometimes end up with 2 identical tabs. This causes some weird behavior, such as every action being done in one window being replicated in the ...
This is similar to [Link Removed], only in this case, the "Array Get" node is implemented as a UK2Node_GetArrayItem and not a UK2Node_CallArrayFunction. The fix for [Link Removed] currently applies ...
There was an issue in 4.16 (fixed in CL# 3437205) in which blueprint output pins would hold on to object references until the blueprint was destroyed. It appears that an additional fix may need to b ...
There is an issue occurring where Foliage does not appear in capture target when using "Always Persist Rendering State" when the foliage count is over 1.5k. The issue does not occur when the foliage ...
It has a common chunking visual artifacts that lot's of triangular Translucent overlap once Ribbon's width is big and twisted heavily facing to Camera [Image Removed] It can be fixed by adding mor ...
This bug is being entered for integration purposes. This is already fixed in 4.9 Main with one of Lina's changes (CL:2584657). Wanted to try and get this into a 4.8 hotfix ...
If a game is set to play with 3 player splitscreen, starting the came will cause the viewport to go completely black. Does not occur with 2/4 players. Does not occur in standalone ...
Only 2 digits are visible in the size box that holds values between 1.0 and 0. Meaning most values will contain 3 digits. This is different from UE4 where more digits are visible. ...