EPhysicalSurface metadata is not updated with Physical Surface Project Settings

Physics - Dec 6, 2019

Changes to 'Project Settings -> Physics -> Physical Surface' do not update the Enum metadata of the EPhysicalSurface until Project Settings is re-opened. EPhysicalSurface Enum metadata is set i ...

Grandchild actor with IsEditorOnly enabled is duplicated during save the level.

Gameplay - Components - Dec 6, 2019

IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level. ...

Physics does not replicate for non root components

Physics - Dec 4, 2019

A root component can be properly replicated, but non-root components won't have their collision replicated, only their visible mesh.  ...

Shift Fonts Metrics when using a high-resolution monitor

Tools - Dec 4, 2019

[Image Removed] ...

Instanced Foliage Actor painted on an Actor who is attached to a Parent Actor, does not update transform when Parent is moved.

Tools - Foliage - Dec 2, 2019

Instanced Foilage Actor painted on an Actor who is attached to a Parent Actor, does not update transform when Parent is moved. Note:  The foliage will move if the base actor is moved directly, inde ...

Crash when changing "MaximumTextureSize" in "LeaveExistingMips" state

Tools - Import - Dec 2, 2019

No problem with 4.22.3 ...

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 ...