When you declare a plugin as "Editor" type, the plugin is still included in a packaged development build. Found in 4.10.3 binary. Reproduced in 4.11 Preview 5, and Main CL 2870013 ...
When building the source for the engine in Visual Studio 2015, if bDebugBuildsActuallyUseDebugCRT is set to true and the build configuration is Debug Editor, the build will fail. Full output log fr ...
If two projects are both built using the DebugGame solution configuration, the first project will fail to compile in DebugGame again due to Unresolved External errors. It seems when DebugGame is co ...
When building the Promoted 4.12 Solution from Github as of the 4AM commit, the Unreal Lightmass project does not build by default. This results in the inability to build lighting until Unreal Light ...
https://udn.unrealengine.com/questions/270801/cannot-open-modules-panel-its-missing.html MikeF: The "Modules" button will automatically become hidden if the editor thinks that the user is not a pr ...
If a project created in a source build of the engine is converted to the source version of 4.10, the project will not compile with a "Missing UE4Game binary" message. ...
A user has discovered that if the editor target cs file is located in an out of the ordinary directory, the dlls are built to the engine directory instead of the game directory. ...
When cancelling a build from Visual Studio, UBT keeps running, and another build is generally not possible until one kills the UBT process manually in Task Manager. ...
There is a possible logic bug in Visual Studio 2015's vcvarsqueryregistry.bat where it locates the include path for the Universal CRT by looking at the last folder in the specified location. This se ...
.uplugin files define module dependencies, and if new modules are added, the Makefile needs to be regenerated. --Mike ...