Unreal Engine 4.3 Update Preview

Good additions!
I’m currently having problems compiling atm:

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1>------ Build started: Project: MyGame, Configuration: Development_Editor x64 ------
1> Performing 2 actions ( 4 parallel jobs)
1> [2/2] link.exe UE4Editor-MetalShaderFormat.dll
1> [1/2] link.exe UE4Editor-ShaderFormatOpenGL.dll
1> Creating library C:\Sandboxes\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-ShaderFormatOpenGL.lib and object C:\Sandboxes\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-ShaderFormatOpenGL.exp
1> Creating library C:\Sandboxes\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MetalShaderFormat.lib and object C:\Sandboxes\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MetalShaderFormat.exp
1>Module.ShaderFormatOpenGL.cpp.obj : error LNK2019: unresolved external symbol "int __cdecl HlslCrossCompile(char const *,char const *,char const *,enum EHlslShaderFrequency,class FCodeBackend *,struct ILanguageSpec *,unsigned int,enum EHlslCompileTarget,char * *,char * *)" (?HlslCrossCompile@@YAHPEBD00W4EHlslShaderFrequency@@PEAVFCodeBackend@@PEAUILanguageSpec@@IW4EHlslCompileTarget@@PEAPEAD5@Z) referenced in function “void __cdecl CompileShader_Windows_OGL(struct FShaderCompilerInput const &,struct FShaderCompilerOutput &,class FString const &,enum GLSLVersion)” (?CompileShader_Windows_OGL@@YAXAEBUFShaderCompilerInput@@AEAUFShaderCompilerOutput@@AEBVFString@@W4GLSLVersion@@@Z)
1>**C:\Sandboxes\UnrealEngine\Engine\Binaries\Win64\UE4Editor-ShaderFormatOpenGL.dll : **fatal error LNK1120: 1 unresolved externals
1>Module.MetalShaderFormat.cpp.obj : error LNK2019: unresolved external symbol “int __cdecl HlslCrossCompile(char const *,char const *,char const *,enum EHlslShaderFrequency,class FCodeBackend *,struct ILanguageSpec *,unsigned int,enum EHlslCompileTarget,char * *,char * *)” (?HlslCrossCompile@@YAHPEBD00W4EHlslShaderFrequency@@PEAVFCodeBackend@@PEAUILanguageSpec@@IW4EHlslCompileTarget@@PEAPEAD5@Z) referenced in function “void __cdecl CompileShader_Metal(struct FShaderCompilerInput const &,struct FShaderCompilerOutput &,class FString const &)” (?CompileShader_Metal@@YAXAEBUFShaderCompilerInput@@AEAUFShaderCompilerOutput@@AEBVFString@@@Z)
1>C:\Sandboxes\UnrealEngine\Engine\Binaries\Win64\UE4Editor-MetalShaderFormat.dll : fatal error LNK1120: 1 unresolved externals
1> -------- End Detailed Actions Stats -----------------------------------------------------------
1>ERROR : UBT error : Failed to produce item: C:\Sandboxes\UnrealEngine\Engine\Binaries\Win64\UE4Editor-ShaderFormatOpenGL.dll
1> Cumulative action seconds (8 processors): 0,00 building projects, 0,00 compiling, 0,00 creating app bundles, 0,00 generating debug info, 0,22 linking, 0,00 other
1> UBT execution time: 10,61 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command “C:\Sandboxes\UnrealEngine\Engine\Build\BatchFiles\Build.bat MyGameEditor Win64 Development “C:\Sandboxes\MyGame\MyGame.uproject”” exited with code -1.
========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========

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I did a rebuild prior to (where I received error as well). a normal build result on top of that. Downloaded and unzipped latest dependencies and source-code today.