User is having issues where they are getting crashes in ApplyVoiceSettings. This should only ever be called from FVoiceEngineImpl::SubmitRemoteVoiceData. In that method, if no SynthComponent is av ...
Paired types (e.g. TMap) in a delegate signature do not compile after nativizing a Blueprint class containing it due to the macro expansion and comma inside the template spec between key and value t ...
While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics. Rel ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
There is a duplicated block of physics replication code in PhysScene_PhysX.cpp https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysScene_P ...
AccumulateCurveMetaData makes calls to MarkPackageDirty even when the data hasn't changed. ...
A licensee has found that marking an FSoftObjectPath property as Config and Untracked causes the untracking metadata to be ignored. This is because FSoftObjectPathThreadContext::GetSerializationOpt ...
Custom Delta Property NAK handling is done via Custom Delta Base States. Whenever we replicate a CDP, we have the implementing code return a Custom Delta Base State. However, before a CDP is ever re ...
In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...