Repro Rate 3/3Note: Step 3 in the steps to reproduce can take 2+ hours. When trying to do a quicklaunch for Windows platform in step 11 of https://testrail.it.epicgames.com/index.php?/tests/view/1 ...
The build system supports many types of flags that can be enabled in game-specific Target.cs files to enable things like logging in shipping, target-specific overrides like custom config, or enablin ...
Found that with machines that have not created a project based on this template before that DDC needed to be compiled with an installed engine, while other machines that have created a project with ...
Attempting to create a local binary build of the Engine that includes iOS currently fails. The error message that appears ("ERROR: System.Collections.Generic.KeyNotFoundException: The given key was ...
When a local binary build of the Engine is created on a Mac, the iPhonePackager is not copied over into the new local binary build. This prevents iOS certs and provisions from being imported into pr ...
If you enable Shader compilation via XGE by setting r.XGEShaderCompile = 1 in ConsoleVariables.ini in 4.18 Editor downloaded from Launcher, it prevents shaders from compiling at all, and as a result ...
PrimaryAssetLabel assets are missing when creating the project through the UE4Launcher, they exist in Source builds. The ShooterGame PrimaryAssetLabel assets were created in 4.16 so this is not a r ...
cmd.exe is returning a "The system cannot find the path specified." error when the automationtool is looking for PLINK.exe. That executable should be located in \UE_4.15\Engine\Extras\ThirdPartyNotU ...
Trying to open a project that uses the Script Plugin in a binary version of the Engine that has been created from an Engine built from source code will fail. The Engine is looking for the file Unrea ...
Using the Clean option on a 4.15 project in Visual Studio currently fails with Visual Studio stating that it cannot find the ReadyToClean batch label. Selecting the Rebuild option shows the same mes ...