Here you'll see problems that I've gone through when getting used to UE4. I will add onto this list as more problems occur after using the engine.
If you derive a blueprint from a custom class, you cannot use it with version control because it is based on class reference, rather than class name. I will stick to using blueprints with only base Unreal classes (Pawn, Actor, etc...).I don't have this problem anymore! If a Wacom tablet is plugged in and the output log is clicked, the engine crashes. Patched! I have received a crash on compile several times after editing the game mode class constructor with the following code:
APlayerController* MyController = GetWorld()->GetFirstPlayerController(); MyController->bShowMouseCursor = true; MyController->bEnableClickEvents = true; MyController->bEnableMouseOverEvents = true;
This is because it was in the constructor rather than in BeginPlay function. I've moved this to the BeginPlay function in a custom controller class. Be careful what you put in the constructors. These should only set default values. These love to crash! After this crash, the engine will crash again after reopening the project every time. This can be resolved by removing the code the crashed the engine and rebuilding from VS. Before doing so, the editor will crash, so make sure to do this!
Sometimes if code is compiled while a Blueprint is open, the engine will crash. This has stopped happening so far after unplugging the Wacom tablet, which therefore may be related.
So far, I am implementing most RTS features through blueprints. C++ seems to keep giving instability issues, but I will still make some classes. I have not heard of any true downside to blueprints other than unreliable opinions of it being slow, but it would make sense that it could be slower than C++. Perhaps after functionality, systems can be redesigned in C++ after some crashing issues are resolved...
IntelliSense... is just so slow. Have not gotten around to testing QtCreator, but I will update if I find that it is faster. Other Unreal users suggest using Visual Assist, but there is an additional cost.
If your editor crashes during a compile and then always crashes upon reopening the project, it can always be resolved by removing the code that crashed the editor on compile and rebuilding from Visual Studio.