I had a game that needed to generate hundreds of thousands of random numbers. (I was using the Blueprint "Random Float" node). There were a ton of 0.0 values generated, many more than any other n ...
User is reporting that the editor will crash after lightmass has finished building and they click to save the project. ...
Add Code to Project fails to add a class to the project. The project can't be reopened until the classes are manually removed and the project is recompiled. The following errors occur when using Add ...
Performing a hot reload on a project that contains an FStringAssetReference inside a struct results in a crash. This was reported to work fine in 4.6.1, but I was unable to verify that is the case. ...
When you package a project in 4.6.1 for Windows (32 bit) shipping, the file size is around 160 MB. When you package a sample project in 4.7.2, the packaged size will be around 345 MB. [Link Remove ...
2nd AH post with the same issue: https://answers.unrealengine.com/questions/183441/cant-load-c-projects.html Multiple people have reported not being able to create a C++ project. Creating a Bluepr ...
Replacing GENERATED_UINTERFACE_BODY() with GENERATED_BODY() in 4.7.0 or above results in an Unreal Header Tool crash and build failure in Visual Studio. This was working in 4.6.1, but when tested i ...
Forgetting to add the "virtual" in engine code implementations of these _Implementation functions makes them not overridable by users. UHT should catch this and emit a warning/error. For instance t ...
Reported on AnswerHub, but confirmed locally. Generated code converts the TArray<UClass*> into a TArray<TSubclassOf<UObject>>, which doesn't compile because TArrays are not compatible in that way. ...
Upgrading a code project created in a binary Engine version to an Engine built from source code results in the solution configuration and solution platform in Visual Studio being set to Debug and Wi ...