Light Functions displayed on Large Translucent Meshes cause rendering errors

UE - Graphics Features - Sep 14, 2015

Light Functions are stretching and flickering on large translucent surfaces. Translucents Surface:[Image Removed] Opaque Surface:[Image Removed] ...

Variables can no longer be set as a DataTableRowHandle type

UE - Gameplay - Blueprint - Sep 14, 2015

Variables can no longer be set as a DataTableRowHandle type. The option is no longer available in the Variable Type dropdown. This is a regression: this was possible in 4.7.6. Reproduced in 4.8.3 b ...

The property 'bWantsBeginPlay' on UActorComponent should be enforced.

UE - Gameplay - Sep 14, 2015

UActorComponent's property 'bWantsBeginPlay' is not being enforced. We should prevent BeginPlay from being called when this flag is false. We'll need to address upgrade issues for components that h ...

Graphics failure when pasting code for a BP node into Color Picker Hex field

Tools - Sep 11, 2015

Graphics failure when pasting code for a BP node into Color Picker Hex field Does not occur in 4.8.3 ...

Up Ratio on the Gear Setup for Vehicle Movement Component does not work correctly

UE - Simulation - Physics - Sep 11, 2015

When changing Up Ratio for the Gear Setup in a Wheeled Vehicle's Vehicle Movement Component, there are some weird results. At 1.0 for Gear Setup, the gear should shift once RPM is at max but it will ...

Attaching a camera actor component that is the child of a spring arm component to a new skeletal mesh's socket will cause a crash on the server

UE - Gameplay - Sep 11, 2015

A User is Spawning an actor, taking the skeletal mesh from it and is attaching a camera from another actor to a socket that is owned by the spawned mesh. This only happens if the camera that is move ...

Blendspace Animation Lag for Morph Targets

OLD - Anim - Sep 11, 2015

Blendspace animations of morph targets play at a slightly but noticably different rate between the 4.8 and 4.9 version of the UE4. ...

Removing BlueprintReadWrite from a UPROPERTY declaration doesn't make existing nodes invalid

UE - Gameplay - Blueprint Compiler - Sep 11, 2015

Blueprint nodes that exist as a result of the UPROPERTY() macro don't get disabled once the "BlueprintReadWrite" or "BlueprintReadOnly" is removed as a parameter in the UPROPERTY() macro. The nodes ...

Decals ignore Receives Decal Flag on movable static meshes on Mobile devices or Preview

UE - Platform - Mobile - Sep 10, 2015

Decals when rendered on a mobile device or via mobile preview will ignore the receives decal flag. In Editor:[Image Removed] Mobile Preview:[Image Removed] ...

Launching a Project which uses Depth of Field crashes to Home Screen on iOS8 device

UE - Platform - Mobile - Sep 10, 2015

When depth of field is activated in a project running on an iOS 8 device, the project will close to the Home Screen. ...