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I’ve noticed quite a few issues with 4.8p4 that aren’t mentioned in known issues list. Here’s issues I get when I convert my project from 4.7 to 4.8p4:
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A vector select node where I had split “False” vector into two floats in 4.7 has turned into a Select node with three False vector inputs. Creating a new vector select node and splitting it recreates this error if I exit and reopen UE4. A temporary workaround is draggin a pin from False vector and making a vector instead of splitting it on node directly.
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Several Exec outputs that were previously not connected to Return node in functions were automatically connected to Return. An example:
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References to self has been disconnected in a few places. If I connect them up they are again disconnected next time I close and reopen project. A temporary workaround is casting self through a cast node of appropriate actor.
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In my project I spawn multiple decals and store them in an array so that I can later destroy them all at once through a ForEachLoop. This no longer destroys decals in 4.8 even though blueprint graphs seem unchanged.
Those are all issues I’ve encountered so far. I’ll keep reporting if I find anything else.
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Hi ,
I was able to reproduce #4 on list and have entered a bug report, UE-16418 to be assessed by development staff. In regards to #3 (#1 and #2 are being looked at as well!), Are there specific nodes where this seems to be occurring or did disconnect happen with any of your references to self despite what it was connected to?
Edit: After some discussion and reproduction we were able to reproduce this on our end and have entered a bug report, UE-16433 to be assessed as well.