Hot Reload fails if a project and Engine are placed next to each other in the same root folder that has the same name as the project

UE - Foundation - Cpp Tools - Hot Reload - Jan 8, 2019

Hot Reload does not work if a project and the Engine that project is associated with are placed next to each other in the same root folder that shares the same name as the project. During the Hot Re ...

Session frontend screen comparison tool not showing screenshots.

UE - Automation Test - Jan 9, 2019

The Session Frontend Screen Comparison tool does not appear to be showing and screenshots taken from the Editor. ...

Problem in deleting multiple node objects in Animation Sequence

OLD - Anim - Jan 10, 2019

From what I could see this is different than JIRA issue [Link Removed]. All the selected nodes information seem correct until the NodeObject->Delete(Sequence) in SAnimNotifyPanel::DeleteSelectedNod ...

UActorFactory::PostSpawnActor gets called twice when an actor blueprint class is dragged into the scene

UE - Gameplay - Jan 11, 2019

Whenever dragging and dropping an actor to the Scene, the function UActorFactory:: PostSpawnActor gets called twice. Tested in 4.20.3 (CL - 4433814), 4.21.1 (CL - 4705082), 4.22 (CL - 4708082) ...

Artifact Dots Appear When Adjusting Focal Distance and Camera Aperture

UE - Graphics Features - Jan 11, 2019

When shifting camera aperture and focal distance, dot artifacts appear on meshes. Found in 4.20 CL# 4369336, 4.21 CL# 4613538, 4.22 CL# 4708082 ...

Crash when audio device is unplugged and the audio mixer engine is in use

UE - Audio - Jan 11, 2019

The Editor crashes when using the new audio mixer and adding/removing a USB headset to the PC. ...

UHT "Type TArray is not supported by blueprint" error message is ambiguous

UE - Foundation - Cpp Tools - UnrealHeaderTool - Jan 11, 2019

An overly generic error message is produced when you have a TArray UProperty that contains a non-blueprint friendly type. For example: UPROPERTY(EditAnywhere, BlueprintReadWrite, editfixedsize) TA ...

BuildGraph builds some tools for Win32 even if Win32 is excluded from the build

UE - Foundation - Cpp Tools - Jan 16, 2019

When creating a local binary build of the Engine using the BuildGraph, there are several tools that are built for Win32 even if Win32 was specifically excluded from the BuildGraph (ie. -set:WithWin3 ...

Renaming a folder that contains a read-only asset from the Sources Panel causes the Content Browser and Sources Panel to desync

Tools - Jan 17, 2019

Renaming a folder that contains a Read-only asset from the Sources Panel causes the Content Browser and Sources Panel to desync. This causes the original folder (which should still exist since the E ...

Left and Right eye render Ambient Occlusion differently

UE - Platform - XR - Jan 18, 2019

Ambient Occlusion appears to render differently in each eye when using the oculus rift. This give the user a cross eyed feeling ...