Niagara systems always compile on load.

UE - Niagara - Feb 1, 2019

Navigation Mesh ignores Hierarchical Instanced Static Meshes using "Build Paths" or the "Build" Button

UE - AI - Feb 1, 2019

Hierarchical Instanced Static Meshes are partially ignored after building the navigation mesh. This is causing the navmesh to be generated within all or part the HISM instead of around it.  This ...

Hypotenuse node unexpectedly returns "-nan(ind)" instead of "0.0" if both values passed into the node are "0.0"

UE - Gameplay - Blueprint - Feb 1, 2019

The Hypotenuse Blueprint node currently returns a value of "-nan(ind)" if both values passed into the node are "0.0". This result is correct based on the code that the Hypotenuse node uses, but is n ...

Crash entering PIE without Magic Leap SDK referencing delayhlp.cpp:323

UE - Platform - XR - Jan 31, 2019

Editor crash when PIEing without ML SDK installed on machine. This did not occur at the same CL on a P4 build. This did not occur on a machine with the ML SDK installed. Does not occur in //UE4/Re ...

Audio tracks in sequencer are not silent when extended past their playback end

UE - Anim - Sequencer - Jan 31, 2019

Audio tracks can still make noise if their tracks are extended past the end of their playback. ...

Attachment of Instanced component does not work

UE - Gameplay - Jan 31, 2019

Component hierarchy information is lost when modifying an Instance of a Blueprint that Inherits from a C++ Pawn. Specifically, when this instance's hierarchy is modified via the World Outliner Edit ...

Actors in hidden layers visible on map load

Tools - Jan 30, 2019

Actors added to a layer which is marked hidden/invisible will unhide when loading a map. Confirmed in Main @ CL 4845042 ...

Bulk Edit via Property Matrix gets disconnects from blueprints after BP compile

Tools - Jan 30, 2019

"If you ever compile a Blueprint that you have opened in the Property Matrix, it will lose its connection and variables you change in the blueprint won't be reflected in the Matrix and vice versa le ...

Spot Lights Do Not Cast Dynamic Shadows If "Support PointLight WholeSceneShadows" is disabled

UE - Graphics Features - Jan 30, 2019

If you disable "Support PointLight WholeSceneShadows" spotlights stop casting shadows. This is working as expected in 4.20 CL# 4369336. Found in 4.21 CL# 4753647 and 4.22 CL# 4809892 This is a reg ...

Replace BSP with Static Mesh Crash

Tools - Jan 30, 2019

Attempting to replace a BSP with a static mesh does not work as expected and results in a crash if a 2nd BSP gets placed in the level. ...