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) \ ...
A licensee has brought up some inaccuracies in the reading of curve data from FBX files: #1, Remove calls to SetKeyInterpMode, SetKeyTangentMode, SetKeyTangentWeightMode, and change them to NewKey. ...
Child actor component templates, when nativized, end up being owned by the converted Blueprint class object, rather than the child actor component template. Furthermore, we don't regenerate the chil ...