Hey guys,
i noticed a few solved issues on the IssueTracker for 4.14.3 that i’d like to get fixed in my source build of the engine, however i’m having a hard time to figure out how to get to the commit on GitHub using the supplied information.
E.g. Unreal Engine Issues and Bug Tracker (UE-41937) states that the Fix Commit is 3301557 but it’s not linked. So how can i find the fix on GitHub ?
Unfortunately this is a limitation of the fact that we do not currently mirror our Perforce dev-streams to Github. Checkins made to those streams are not immediately available on Github. Instead, they get integrated into the Main branch in large bulk checkins along with many other code changes. These bulk commits to Main are visible on Github, but are not user friendly.
We do have plans to investigate opening our dev-streams to Github, and hope to tackle that early this year.
In the meantime, I can let you know that the fix for UE-41937 was made to Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp. HOWEVER the fix was just made today, and may not be integrated into Main for a week or two.
Cheers
Hi Stephen,
thanks for the heads-up, the fix applied today was merely for illustration purposes, i noticed these mega-merges and got lost in finding the fixes. But great to hear you trying to find a solution for this already. It would be nice if whoever is updating the issue on the tracker could add the information for the changed files, that way we’ll have a way to look into it without getting lost.
Kinda regret now that i didn’t give you the link Unreal Engine Issues and Bug Tracker (UE-40307) which i was looking for in the first place. That one was resolved a month ago already but didn’t make it into the main branch until 5 days ago - so i was worried that there might be pitfalls like missing a file or two when making a change.
Anyways, thanks for answering so quickly!
Hi Burnz,
The fix commit for UE-40307 was actually entered incorrectly (I have corrected it so it references the correct commit). The Main commit is still correct, though. The only file that was involved in this fix is [FONT=Times New Roman]K2Node_CallFunction.cpp, and the fix is rather simple so you should have no problem implementing it yourself if you have built your Engine from source code. Just search for the file in that commit and you can see the changes that were made in it.
“Early this year” hopefully isn’t too far away. Staying on some engine version and only merging important fixes is currently impossible. Early in the year would mean January/February to me.
Thanks a lot, !