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 ...
The engine crashes when building lighting if World Settings >> Precomputed Visibility >> Visibility Aggressiveness is set to "VIS Max." A Fatal Error message sometimes appears (screen shot attached) ...
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 ...
There appear to be longer load times between 4.16 and 4.17/4.18 when opening a packaged project. Possible regression from 4.16 ...
A crash is occurring when adding an empty shader directory when using the custom node within the material editor. This crash is preventing some users from opening their projects that use this workfl ...
This is a regression that was introduced by the fix for [Link Removed]. The fix makes an invalid assumption that instances of components whose archetypes are inherited by a non-nativized child Blue ...
Project launch options flicker between available and unauthorized/locked Unsure what causes this, but I have hit the issue twice. Another person has also seen this on their machine. I was able to ...
'Directions are not Compatible' error on ForEachLoopWithBreak if split struct pin is disconnected from Enum type. Note: If the pins are reconstructed and the resplit, the error is fixed. ...
In engine version 4.17 and later the Post Process Materials node is not present. This option allowed for custom Post Process Settings. Other nodes are still present and working as intended. This iss ...