Repro Rate: 10/10 This issue occurred in the live build of //UE5/Release-5.1 at CL 23058290. This was regression tested against //UE5/Release-5.0 at CL 20979098 and is confirmed to not be a regres ...
Projects created in previous engine versions fail to build in 4.25.2Running D:/Epic Games/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/Unreal Projects/MyProject4 ...
The modules file that is generated when packaging a plugin appends a number to the end of the .dll reference, similar to hot reload modules. This causes the reference to refer to a nonexistent file. ...
Attempting to package for iOS using Remote Build on Windows results in a failure if the project contains a plugin that uses "PublicAdditionalShadowFiles" in its Build.cs file. Log from the packaging ...
Packaging an Engine plugin fails if another Engine plugin lists that plugin as a private dependency. In the two attached plugins, PluginA lists PluginB as a required plugin in its .uplugin file, and ...
Assets in a Content-Only plugin enabled in a Blueprint-only project cannot be loaded when the project is packaged. If a Content-Only plugin is enabled in a code project, the assets in the plugin are ...
Attempting to package a runtime plugin in 4.20 results in the following error: ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Unreal Projects\4.20\PluginTest\Test ...
Enabling the Online Framework Plugin in a Binary build of the editor (download from the Epic Games Launcher) causes packaging attempts to fail due to a file that is missing. This does not occur in s ...
We currently do not copy over the Config folder when we are packaging a plugin for inclusion with a packaged game. This is likely because we haven't supported plugin config files in the past, but th ...
Calling the function FTabSpawnerEntry& RegisterNomadTabSpawner( const FName TabId, const FOnSpawnTab& OnSpawnTab ); to display the name of a new plugin causes the name to be displayed twice. In t ...