If a user creates a struct blueprint then references it in another blueprint and then deletes the struct while the editor is closed, the referencing blueprint will crash when opened. ...
Repro from the thread: compile the project of course open eTestMap.umap, and start Simulate wait for the AI characters to go to the Place Volume Actors still simulating, select the character that w ...
In 4.8 preview 4, it appears that changes made to a landscape actor's CollisionThickness property in the editor are not being replicated in physX [...] It appears that what happens is that the engin ...
This issue also occurs This is the same error as in [Link Removed]. Discovered by a user on AnswerHub, I was able to reproduce this error in today's 4.8 branch, CL 2575437 Attached to his thread ...
[Link Removed] When you reimport a Static Mesh with an Added Material ID associated with it and in the Static Mesh Editor assign a material, the engine crashes. Also reproduced in Main Promotable- ...
Changing the Pin Type on the 'Select' node can cause errors with pins that have been split. ...
A Movable Point Light placed in the center of a field of foliage meshes will render shadows only at certain heights and going above those heights will cause the shadows to completely disappear. [Im ...
Destroy Component node does not destroy decals when called. ...
Timeline tracks can be given the same name as existing execution inputs, which causes some unusual behavior when dragging off the pin. Renaming them will rename the execution pin instead, and compil ...
Crash assigning mesh to spline on tiled landscape. ...