If you have an Execute Console Command node in your level blueprint with a pressed key executable node, The project will freeze if packaged for shipping when 'Stat FPS' in in the Command box. Test ...
Using the GameplayTags module in a code project created with the binary version of the Engine results in a build failure in Visual Studio. The following error is shown: 1> D:/Epic Games/4.7/Engine ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
When building a project in VS, the build process will fail if Application.ico is missing from the /Build/Windows/ folder. User reported seeing this when checking in/checking out a project on differ ...
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 ...