Crash assigning mesh to spline on tiled landscape. ...
NevMesh cuts out holes for collision incorrectly with Skeletal Meshes. Skeletal Meshes with "Can Ever Affect Navigation" set to true and that have a Physics Asset are capable of causing this. ...
NavLinks are failing to work due to UNavLinkCustomComponent::OnRegister being called before the creation of the UNavigationSystem. This results in the NavLinkUserID remaining 0 and the link never tr ...
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 ...
The Collision Analyzer does not display properly if it is opened from the console outside of the Editor. When it is opened in PIE mode using the selected viewport, the Collision Analyzer window is d ...
If an add component node is duplicated after the transform pin has been split, it will create an additional transform pin and keep the original split variables. ...
A Computer which is hosting the Swarm Coordinator no longer shows up as a viable Swarm Agent Computer and if that computer builds lighting will only use itself and not any available agents. Also re ...
User who has been working with an Ocean Shader for some time noticed that on updating to 4.8 Previews, the Adaptive Tessellation is not updating correctly when the mesh displaces from out of camera ...
If you set the editor language to a non-ASCII language like Japanese, Korean or Chinese, any localized strings that have non-ASCII characters will appear as "?" in the output of UnrealFrontend. [Im ...
When a Texture Sample's MipValue is set to something other than "none" (which adds the extra pin), attempting to convert that Texture Sample to a parameter will cause the Editor to crash. (Simple r ...