if (Function->FunctionFlags & FUNC_Native)
{
Function->Invoke(this, NewStack, ReturnValueAdress);
}
else
{
Function->Invoke(this, NewStack, ReturnValueAdress);
}
ScriptCore.cpp#L1301
If/Else are the same.
.com/EpicGames/UnrealEngine/commit/ea171c613e8f501f632f30d330f6a1c3e6029d85#diff-b0c09054e952c95f663cea8b426b2fba
if ((Struct->StructFlags & STRUCT_SerializeFromMismatchedTag) && (Tag.Type != NAME_StructProperty || (Tag.StructName != Struct->GetFName())) && Struct->StructFlags & STRUCT_SerializeFromMismatchedTag)
Two times: Struct->StructFlags & STRUCT_SerializeFromMismatchedTag
.com/EpicGames/UnrealEngine/commit/eb44cd9882307914c9176bc9529d2da7d0e2d8f1
UPackage* FilenamePkg = (ExistingPackage ? ExistingPackage : CreatePackage(nullptr, *PackageNameToCreate));
if (FilenamePkg != ExistingPackage && (LoadFlags & LOAD_PackageForPIE))
{
FilenamePkg->SetPackageFlags(PKG_PlayInEditor);
}
FilenamePkg was used and later tested against nullptr. CreatePackage could return nullptr if “none” name provided.
.com/EpicGames/UnrealEngine/commit/0c5bc8be6d638089e91c4a14c6ee2a06a1554000#diff-8cb93ce68403c06908ea087772a869c4R1146
Is it ok to add more issues here? It’s such a pain to make a question each time…also github was a unicorn to me all day. ;_;
I could probably fix them and make a PR, but, in most cases i just don’t know what to put there like in case #1.