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 ...
The implementation for TUnion is commented out (in Union.cpp) causing it to not function properly. DEFINE_LOG_CATEGORY(LogUnion); has to be added to the user's source file for the VS compille to wo ...
Edit: CrashReporter link: [Link Removed] When running the Session Frontend Profiler as a Live Data Preview and you open a Post Process material, the editor will crash to the desktop. Reproduced in ...
Declaring a UPROPERTY() TArray with TFixedAllocator fails to compile. Output log states "Missing '>' in 'tarray'." Removing/commenting out the UPROPERTY() allows the project to compile correctly. ...
After creating a Scene Component code class and an Actor code class, creating a reference to the SceneComponent in the Actor class constructor will cause a crash on hot reload in the editor. ...
When invoking a custom struct, the first listed variable will not appear in the Intelisense window. ...
https://udn.unrealengine.com/questions/236428/bug-blueprints-executing-zombie-code.html Blueprint MyCharacter is based on native class CodeFirstPersonCharacter. CodeFirstPersonCharacter has compone ...