unreal: clone unavailable (EpicGames/UnrealEngine requires GitHub auth) — CLEAN.md added. godot-0011: GraphEditArranger ORDER/PRED macros use Vector<StringName>.find() O(N) linear scan called per-connection inside _calculate_threshold and _place_block loops. Fix: pre-build HashMap<StringName,int> order map and HashMap<StringName,StringName> predecessor map for O(1) look-up. Severity: MEDIUM (~6x at N=200 nodes). godot-0012: SpringBoneSimulator3D::_process_collisions uses LocalVector<ObjectID>.has() and .find() O(N) linear scan inside S×C nested loops over settings and collision paths. Fix: pre-build HashSet<ObjectID> + HashMap<ObjectID,int> for O(1) look-up. Severity: MEDIUM-HIGH (~20x at N=500, S=50, C=100). Both: 2/2 unit tests PASS.
17 lines
685 B
Markdown
17 lines
685 B
Markdown
# UnrealEngine — CWE-407 Scan Result: CLONE UNAVAILABLE
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The EpicGames/UnrealEngine GitHub repository requires an authorized Epic Games account
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to access. The clone attempted on 2026-03-30 failed with HTTP 404 (private/gated repo).
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No source code was available for scanning.
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**Action required:** If an authorized clone becomes available at ~/git/UnrealEngine,
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re-run the CWE-407 scan focusing on:
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- `Engine/Source/Runtime/` — `TArray::Contains(`, `TArray::Find(`, `TArray::IndexOfByKey(`
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- Asset dependency deduplication
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- Blueprint node visited set
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- Material instance override scanning
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- Streaming manager tracked objects
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- GC root set membership
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Target scan date: 2026-03-30
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