External textures currently only support pixel shaders, presumably because some platforms, such as Android only have pixel shader support. On other platforms this causes a regression though: For exa ...
A user has pointed out that code in AssetMappingTable.cpp and AnimationAsset.cpp are using the StaticClass() method on pointers. Because StaticClass is a static method, it relies on name hiding to ...
Occasionally, the Engine/Editor crashes on startup with an assertion in the lock-free void pointer list. ...
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. ...