The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...
When packaging your project for shipping, the windows 64 bit option will be grayed out. I also tested this issue out in main (2455917) and the option is able to be selected but with the 4.7.2 (246 ...
Hovering over the absolute bottom of buttons in the toolbar, particularly in Blueprints, results in the button being highlighted, but not accessable. The area seems to be 1 or 2 pixels from the bot ...
Ribbon trails do not immediately follow the lead particle when fired. There is an inconsistent delay in some that cause them to either not fire or fire mid stream. This did not occur in 4.10.4, bu ...
While going through a GPU pass, film setting in post processing isn't working as expected. This does not seem to be GPU specific The displays should resemble the images in the documentation - PPE ...
See https://udn.unrealengine.com/questions/505632/view.html for more details Repro: -Have a mesh with 3 sections and 3 materials, assign section 1 to material 1 and section 2&3 to material 3. -Pla ...
Crash when destroying two components in a specific order in this user's project. The crash occurs under two circumstances inside the LogActor Blueprint: either DestroyLogPart is called for both Te ...
Lighting channels do not function when the number of lights affecting actors is 79 or higher. Any number of lights that is 78 or fewer will honor lighting channel assignments. ...
Player input on the Client while Ejected during PIE will show on the Server (Editor) viewport and not on the Client window. Reproduced in 4.7.6 binary, 4.8.2 binary and Main (//depot/UE4/Promotable ...
Creating a C++ project and then attempting launch on for Windows 64 causes a fatal error crash in 4.8 preview 2 binary from launcher. Project recovers from fatal error and can then package and run . ...