Niagara system loses source emitters when moving Engine from 4.22 or earlier to 4.23 or later.

Rendering - Niagara - Nov 29, 2019

The following code causes this behavior.// NiagaraSystem.cpp for (FNiagaraEmitterHandle& EmitterHandle : EmitterHandles) { EmitterHandle.ConditionalPostLoad(NiagaraVer); if (!EmitterHandl ...

Don't display events in blueprint function with profile stats.

Core - UObject - Nov 28, 2019

When look at stats in Unreal Frontend, can see the events that run in the function. It work in 4.21, but it doesn't work in 4.22. ...

None referenced NiagaraEmitters are contained in packaged game

Rendering - Niagara - Nov 28, 2019

[Image Removed] It's just storage waste. Because those assets will be never loaded on runtime. ...

It may be possible to send an actor RPC before successful replication of the actor

Networking - Nov 27, 2019

It was reported on UDN that it's possible to receive an RPC for an actor before the actor itself has replicated. The net driver tries to prevent this possibility by calling ReplicateActor in UNetDri ...

Replay rollback state doesn't recreate per-instance components

Networking - Replay - Nov 26, 2019

Actor rollback state saved and restored by the replay system for placed actors in the level does not take into consideration per-instance replicated components, so they won't be recreated when the a ...

SynthComponent does not execute OnStop() after calling Stop()

Audio - Nov 26, 2019

SynthComponent does not execute OnStop() after calling Stop(). OnStop() will be called in PumpPendingMessages() via OnGeneratePCMAudio(). But after stopping the AudioComponent, the procedural Sound ...

Wake/Sleep events are not properly handled with Welding

Physics - Nov 25, 2019

Wake/Sleep events are not generated for components set to generate wake events after having a component not set to generate wake events welded to them. Wake/Sleep events are also not dispatched for ...

Landscape Resample Tools does not keep Streaming Proxy

Tools - Landscape - Nov 25, 2019

alone ...

PrecomputedAOMask cannot be used when Virtual Texture is enabled

Rendering - Features Teams - Nov 25, 2019

The problem is that when the VirtualTexture lightmap is enabled, the value returned by the material node's PrecomputedAOMask is incorrect. ...