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 ...
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 ...