If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...
Teleporting to the World Location of a Scene Component in a packaged game will crash the game. Teleporting to the Actor Location does not cause this crash. Crash log attached. Nothing is showing up ...
If a bsp is turned into a static mesh and then the original mesh in the level is duplicated, it will register as duplicated in the world outliner but the mesh will not appear until re-assigned in th ...
If you 'Save All' after renaming an asset after it's creation, without any saves prior, it will appear in the windows explorer's content folder but will not be visible in the editor. ...
The scroll bar in the Engine - Collision menu in Project Settings doesn't appear when it first should, and when it does, it resizes and moves oddly. Edit MattK: variable length widgets inside of a ...
When attempting to replace references of one blueprint with another a number of error message windows pop up ([Link Removed]) and the editor will crash. This is a regression since it was working in ...
If a child blueprint attempts to set an array element of self to an array of the parent blueprint, then the editor is saved, closed, reopened, the self pin will disconnect from the Set Array Element ...
Trace returns false periodically when camera is positioned above 1k units from character if the cursor is over a landscape ...
If nodes are copy/pasted from a project in 4.7 to a project in 4.8, various nodes will not copy over and must be remade in the 4.8 blueprint. ...
Changing the Pin Type on the 'Select' node can cause errors with pins that have been split. ...