Cannot build project for Shipping when bUseLoggingInShipping is set to true for a project that uses replicated properties

Core - Mar 22, 2018

Enabling bUseLoggingInShipping for a project prevents the project from being built for Shipping if the project includes replicated properties. This is only an issue with binary builds of the Engine. ...

[CrashReport] UE4Editor_Core!rml::internal::ExtMemoryPool::initTLS()

Core - Mar 16, 2018

No user comments in crash group 110 #if PLATFORM_MAC 111 // macOS expects all allocations to be aligned to 16 bytes, but TBBs default alignment is 8, so on Mac we always have to use ...

VehicleGame cannot Compile in the Editor if it was created with a name other than "VehicleGame"

Core - Mar 12, 2018

Attempting to compile a VehicleGame project will fail if it was created with a name other than "VehicleGame". ...

Incorrect usage of FText in EnsureMsgf does not trigger a compilation error, leads to crash in shipping

Core - Mar 1, 2018

Using incorrect formatting in FText does not cause compilation errors in EnsureMsgf as it does in other functions such as UE_LOG. This causes crashes to sneak through such as a crash on ensure when ...

[CrashReport] VCRUNTIME140!memcpy() [memcpy.asm:166]

Core - Feb 17, 2018

No user comments in crash group ...

Unreal Header Tool can sometimes fail if an Engine plugin is Enabled By Default and has the "Program" Module Type set

Core - Feb 15, 2018

An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using ...

Local binary build looks for code files using the original file path where it was first created

Core - Feb 14, 2018

A local binary build that is installed on a computer different from the one where it was originally created, with a different root directory location, attempting to go to the definition of a Bluepri ...

BuildId in the UE4Editor.version file for a local binary build will sometimes be updated when a hot reload is performed

Core - Feb 10, 2018

Performing a hot reload on a project that is using a local binary build of the Engine will sometimes result in the Engine's UE4Editor.version file being updated with a new BuildId value. That result ...

Verify command in CookOnTheFlyServer.cpp causes cook failures for patches based on a previous release

Core - Feb 9, 2018

A verify command in CookOnTheFlyServer is checking the wrong condition and causing cooking to fail for patches that are based on a previous release or have had something removed from the build. The ...

DebugEditor checkLockFreePointerList(TLS.NumPartial >= 0 && ((!!TLS.NumPartial) == (!!TLS.PartialBundle))) fails

Core - Feb 6, 2018

Occasionally, the Engine/Editor crashes on startup with an assertion in the lock-free void pointer list. ...