PATH not passed to NMake script when building Android from Visual Studio

UE - Foundation - Cpp Tools - UnrealBuildTool - Jan 25, 2023

After upgrading from UE5.0.3 to UE5.1, we started seeing this error when trying to build Android Development from Visual Studio (VS2022 17.2.1): Running UnrealBuildTool: dotnet "..\..\Engine\Binari ...

AdditionalPluginDirectories/RemappedPlugins doesn't work for packaged/zenstore build when plugin directory is relative and outside of project directory

UE - CoreTech - Mar 14, 2024

Originated from UDN post:https://udn.unrealengine.com/s/question/0D5QP000007QWuz0AG/additionalplugindirectories-outside-of-project-visual-studio-and-zenstore QUOTE: TLDR: Use of 'escape' paths in U ...

Crash when a subsystem calls GetSubsystemArray() on its owner while engine code is iterating on subsystems also obtained through GetSubsystemArray()

UE - Gameplay - Aug 6, 2024

In some occasions, engine code iterates over a certain subsystem type by calling FSubsystemCollection::GetSubsystemArray() and then calling some method on all subsystems of the returned array. This ...

When ParallelExecutor is enabled, Japanese build output of VisualStudio garbled

UE - Foundation - Cpp Tools - Sep 19, 2018

From UE4.20, Japanese build output of VisualStudio garbled. Below is a comparison between 4.19 and 4.20. ・4.19.2 1>------ すべてのリビルド開始: プロジェクト:MyProject3, 構成:Development_Editor x64 ------ 1> Clea ...

OpenGL: Nvidia: Crash when using foliage tool

UE - Platform - Linux - May 7, 2015

As reported by user, using foliage tool in a first person project eventually crashes it. "Currently, any attempt to render objects created with the foliage tool crashes the UE4 editor on my machine ...

Can't build a project with a plugin only has header files and lib/dll

UE - Foundation - Cpp Tools - Sep 13, 2018

It's ok for 4.19. ...

A plugin CanBeUsedWithUnrealHeaderTool=true with "Program" type will not be compiled

UE - Foundation - Cpp Tools - Sep 19, 2018

It is ok for 4.19. ...

Display 1.2 bouncing ball has a typo in the Math Hall of ContentExamples

Docs - Samples - Sep 19, 2016

Just a typo that needs to be fixed. ...

In Niagara's "CalculateParticleRadius", StaticSwitch Input is connected

UE - Niagara - Jan 24, 2020

This may not compile properly. Should be fixed. ...

USkeletalMesh::SetSkeleton function is not a BlueprintSetter

UE - Editor - Content Pipeline - Asset Build - Oct 28, 2021

I have a fix ready for this in cl: 17967661 ...