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UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SubInstance.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
#include "AnimGraphNode_SubInstance.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Input/SCheckBox.h"
#include "EdGraphSchema_K2.h"
#include "Kismet2/CompilerResultsLog.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "PropertyHandle.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
#include "Animation/AnimNode_SubInput.h"
#include "PropertyCustomizationHelpers.h"
#include "ScopedTransaction.h"
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3536809 by Ben.Marsh Fixing case of files in "iOS" directory, pt 1. Change 3536814 by Ben.Marsh Fixing case of files in "iOS" directory, pt 2. Change 3596207 by Thomas.Sarkanen Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250 PhAT Upgrade #jira UEAP-29 - New PhysicsAsset editor Changelists from task stream: Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working. This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added. Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Renaming PhAT files to PhysicsAssetEditor Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rename PhAT -> PhysicsAssetEditor Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed up PhAT to Physics Asset Editor Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Reverted some over-zealous renaming Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it Added the ability to hide filter menus to skeleton tree Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added new physics asset skeleton tree builder Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Skeleton tree extensions to support physics assets Only started this work - still much to do Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rearranged persona viewport menus Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed body/constraint modes. Added graph editor Added edit mode - moved viewport client code over Got PhAT skel mesh rendering in viewport Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Increased hit proxy priority to improve selection Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Skeleton tree gets bodies & shapes back. Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport. Added multi-select to bone proxy customization Re-tweaked editor layout Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Selection sync work. Customization of anim viewport menus. Context menus for physics asset items, as well as masking of various context menu items via settings. Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next! Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen More viewport menu fixups (plus deleting duplicate functionality). Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early). Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion. Cleaned up unused files & code Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Allow extensibility of viewport menu bars Slate changes: Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points. Allow menu bars to optionally invert-on-hover. Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used. Adjusted core styling of menu bar elements. Other changes: Adjusted padding for various UI elements to preserve previoud behavior. Adjusted SAnimViewportToolbar to use the new menu bar builder. Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar. Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added extension point to viewport menu bar Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Getting sim working again Moved over to using preview instance so we share functionality with Persona editors. Added time dilation options to persona preview scene. Removed PhAT specific recording functionality (it is in the viewport now). Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Recreate physics state on edit, not sim start This allows velocity to be inherited when simulation is started Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moving viewport to continually-invalidated one like animation editors Fixed crash in non-extended viewport toolbars Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Bodies start off non-expanded Selection now synced between viewport and graph Constraint selection in graph not works on the first try Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added missing icon Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed shape listing from graph nodes Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Double click on body node recenters graph Fixed graph disappearing on right-click Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Prevented cursor getting swallowed in sim mode Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed overlapping text Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Node layout now takes dimensions into account Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed crash opening Persona editors Renamed file Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaks to profiles menu Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Profiles can now be edited in their own details panel Existing customizations folded into the new panel Tweaks to toolbar Added the ability for the persona details panel to have extra top/bottom content added Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Add profile control to context menus Also delete old unused code Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Toolbar trimmed down & re-ordered Body/constraint ops moved to context menus Apply physmat now a context-menu option with an asset picker Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed extra warning dialog when auto-creating bodies Changed title of new asset dialog to "auto-create bodies" Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix "simulate selected" As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor. Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type Fixed up selection so body selection works & tree seleciton is properly synced with viewport Added recursion guard to selection delegate handlers. Removed vestigial instance property editing support (no longer needed). Removed unused old tree support code Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added constraints to tree Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix bone proxiies stopping updating after initial viewport selection Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed up selection issues when creating new bodies Added constraint context menu Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved icons to central location Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Customized filtering of the skeleton tree Hide constraints by defualt Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved). BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool. Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303 Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved physics sim options to viewport menu (so seleciton changing is not required to change them) Moved physics-related rendering options to show menu We no longer switch to sim options when nothing is selected. During simulation we now disable the details panel Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered) Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Small fixes based on feedback: Exposed Mirror tool to menus Exposed constraint quick actions to menus Added edit condition to Position & Velocity strength for physical animation Fixed up some tooltips & display names Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Defaulted to constraints as points Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Request from Nick D: Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes. Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets. Slightly increased point-constraint rendering size and added crosshair cursor to constraints Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead) Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed duplicate time dilation (can just use viewport menu!) Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixup post-merge Prevent crash by attaching to root component in the correct place Add IWYU include for TArrayView Remove more unused code Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix constraint/body selection one final time Move constraint drawing to SDPG_World (apart from point mode) Remove depth offset in material Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Enabling/disabling collision between bodies is now clearer Menu items are now enabled and disabled correctly depending on collision state Tooltip reflects what actually gets done when the operation is enacted Also corrected a few functions that still reference constraint & body mode Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added enable/disable collision with all Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Color code graph items based on current profile Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Color code tree items too Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Bone selection & manipulation now possible - allows for pose setup before simulation Item expansion now expands leaf nodes when selecting - helps with constraint selection etc. Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix compile error Color code according to simulated/kinematic status Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen File i missed Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added physics asset factory so physics assets can be created form the "new asset" menu. Skeletal mesh is picked then a defualt asset is generated Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Improve interactions with bones & bodies Clear bone selection when selecting bodies/constraints Always hide gizmo in simulate Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed unused selection lock feature Fixed selection working incorrectly with details panel closed Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Selection improvements Multiselect in tree now only selects non-collapsed tree elements Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent). Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994 Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixup post-merge issues Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Simulation now works in a simlar way to the level editor Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown. Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed selection color of wireframe drawing (this broke ages ago!) Fixed initialized environment color/intensity Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently) Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix crash when simulating selected new bodies Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time) Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Select all is now a menu option Context menu pops when right-clicking nothing now too Menu no longer grows enormous when multiple types of objects are selected Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Enlarged constraint rendering size Show constraints (rather than points) by default Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics Assets now appear in the asset family shortcut bar Physics Assets now render thumbnails Skeleton tree can now work in 'picker' mode Constraints can now be created manually in the graph, tree and viewport Fixed double-click and mousewheel not working right sometimes Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed clicks incorrectly selecting bones in simulate mode Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics Asset config is now loaded/saved Fixed antoher corner case with viewport clicks in sim Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved body creation params over to a details panel & settings object Moved initial creation dialog over to use the new system too Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Renamed shapes and constraints in the tree view Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Constraints are now not filtered by default Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Selecting constraints now shows them (and the bodies involved) in the graph Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed "Show Kinematic Bodies" We now always show kinematic status in simulate mode Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen PhAT rendering settings are now persisted across sessions. Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available. Added editable opacity to collision rendering. Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen New materials with opacity parameter Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Re-saved materials Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added ability to only show selected bodies as solid Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix focus 'F' shortcut sometimes not working Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix a bunch of selection issues with the graph not keeping in sync Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853 Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed disappearing convex meshes on simulate Also fixes crash in thumbnail rendering Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Disabled selection on mesh. Fixes selection issues. Also made the hit proxy use a crosshair when over bodies, for easier selection Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added body/body collision buttons back to the main toolbar Fixed solid body drawing using the wrong material when no bodies are selected Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix delete shortcut not working when tree is focused Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Integrated per-bone primitive generation with the new tab method Removed context menu item for bones (fixes duplicate popup) Fixed undo/redo not working for regenerating all bodies Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Disabled body regeneration when simulation is running Fixed up tab icons Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings) Animation picker removed from toolbar (we use the preview scene settings for this now) Fixed profiles tab icon Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Show attached assets in tree Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix broken multi-selection of bone proxies Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed code that prevented parts of the UI (like simulation) from working in PIE Removed graph overlays & added "PHYSICS" label Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed arrows from graph Fixed dragging off constraints/input pins/bodies in constraint-created graphs Constraint names now include both bodies Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Switched from colors to icons in the skeleton tree Removed bold fonts Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Layout fixes Added border around generate button in tools panel Removed skeleton tree header in contexts where it is not needed Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added slow task dialog for body generation Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rearranged context menus to be not so huge Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rearranged menus some more Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Colorized details customization of swing/twist items Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Auto-open assets when creating from skeletal mesh Tweaked tooltip on suggestion from Nick D Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed mirroring changes not showing up straight away Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved over to Persona-style floor adjustment Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaked tooltips for filtering items Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added "deselect all" option (Esc) Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Graph selection tweaks Selected bodies in the viewport/tree are now also selected in the graph. Selection outline is now matched to the graph outline instead of using default outline. Pin allocation no longer happens twice Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Switched simulate shortcut to Alt+Enter Avoids conflict with clobal PIS/SIE shortcuts Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Minor body regeneration refactor Label for tools tab button is dynamic depending on selection context Generation setttings are now re-used by creation dialog too Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Resetting animation to default now correctly applies the animation Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed up physics asset editor's use of debug skel mesh component This broke post-merge from Dev-AnimPhys. Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics). This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor). Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved code to add/remove/assign/unassign profiles to details customization Also allowed dupication again (via the menu) Allows correct naming of new profiles as before (as this is handled in PostEdit) #jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile #jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor #jira UE-47384 - New profiles in Physics Asset Editor are all named the same #jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available #jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long #jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Prevented ctrl+selection of constraints from re-selecting Avoided defered broadcast of seleciton event from the graph #jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed bodies incorrectly simulating outside of 'simulate' mode Forced all bodies to be non-simulated when simulation is disabled. Also removed non-functioning motor menu options & disabled more menu options when simulating #jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed crash when failing to create a physics asset with multi convex hull #jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed typo that disabled editability of profile names incorrectly #jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed crash when opening a physics asset with a deleted preview skeletal mesh Now assigns default mesh as before If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it. #jira UE-47918 - Crash when opening certain Physics Assets Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Prevent "set bodies below" from improperly enabling simulation on bodies #jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics assets with simulated bodies no longer simulate when first opened #jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix excessive gravity crash when actors pop out of the world Also restrict gravity to non NaN-causing levels. #jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581 Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix merge issues Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed delegate for skeleton tree context menu extension, now uses an empty section Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added comments to bone proxy & physics asset editor shared data Removed unused variables Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed constraint 'all positions' rendering Removed empty override of unregister tab spawners Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix crash when setting skeletal mesh Toast is not displayed when the skeleton is changed as well as the skeletal mesh. Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor #jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics asset selection color now uses editor settings Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed unused functions Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Commented SetBodiesBelowPhysicsType as per code review Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Disabled physical material menu in simulate Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed unused code Commented a few functions Re-instated preview mesh selection Removed delegate allowing viewport client class creation Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Remove unused code Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965 Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixup merge errors Change 3596227 by Jonathan.Poncelet Fixed physics substepping interpolation using the wrong starting value. #jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16 Change 3596241 by Jonathan.Poncelet Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately. #jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin Change 3596247 by Thomas.Sarkanen Fixup CIS errors post PhAT Upgrade merge Change 3596250 by Thomas.Sarkanen More CIS fixes Change 3596255 by Benn.Gallagher Fixed compilation errors when nativizing animation blueprints that use subinstances #jira UE-46522 Change 3596256 by Benn.Gallagher Fixed orphaned sub anim instance pins hanging around #jira UE-46545 Change 3596257 by Benn.Gallagher Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections. #jira UE-48045 Change 3596258 by Benn.Gallagher Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible #jira UE-47755 Change 3596259 by Benn.Gallagher Fixed mismatch between paint values and view values for clothing tools #jira UE-48110 Change 3596260 by Benn.Gallagher Stopped property context menus killing the whole window stack when an item is clicked #jira UE-48158 Change 3596261 by Thomas.Sarkanen One last Mac CIS fix (hopefully) Change 3596308 by Benn.Gallagher Removed outdated references to APEX in clothing example map. Change 3596360 by Martin.Wilson Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded #jira UE-48452 Change 3596459 by Benn.Gallagher Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances. #jira UE-47567 Change 3596967 by Aaron.McLeran Adding setting default reverb send level in audio settings. Change 3596974 by Ethan.Geller Merge in fix from Christopher Oliver Change 3597243 by Aaron.McLeran Checking in missing files. Change 3597686 by Ethan.Geller Fix warnings/errors from CL 3597452 Change 3597846 by Ethan.Geller Fix errors, take 2 Change 3598290 by Ethan.Geller Panning Angle Issue Change 3598412 by Ethan.Geller Change Core.h header to CoreMinimal.h, fix warnings Change 3599797 by Jurre.deBaare LODs from Merge Actor tool have bad normals #jira UE-47129 #fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to: 1) Summing all lightmap pixel counts for each mesh component being merged 2) Calculating fitting texture dimension by taking square root of the total pixels Change 3599863 by Lina.Halper PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot) Change 3599883 by Jurre.deBaare HLOD: update outliner tooltip when UE docs arrive #jira UE-20352 Change 3599944 by Martin.Wilson Smart name refactor - Remove guids entirely - Remove automatic fix up - Simplify smart name mapping container - Make animations deterministic for cooking #jira UEAP-264 Change 3600133 by Benn.Gallagher Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely. #jira UE-48612 Change 3600166 by Benn.Gallagher Fixed cloth paint gradient allowing invalid values #jira UE-48114 Change 3600719 by Lina.Halper PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus) Change 3601668 by Jurre.deBaare Improve BlendSpace preview pin dragging controls #fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable #misc Also added tooltips on the grid to make the functionality more discoverable #jira UE-43011 Change 3601669 by Jurre.deBaare No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel #fix I've added the SampleIndex to the names to make it easier recognizing which one is which #jira UE-46892 Change 3601731 by Benn.Gallagher Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account. #jira UE-48329 Change 3601897 by Lina.Halper fixing issue with sequencer reinitialization #jira: UE-48556 Change 3602339 by Benn.Gallagher Fixed comment/tooltip typo Change 3602502 by Benn.Gallagher Fixed clothing gradient tool renderer not showing selected points when camera was moving #jira UE-48331 Change 3602664 by Ethan.Geller Unshelved fixes from Dev-VR Change 3602726 by Lina.Halper Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject #jira: UE-48700 Change 3603011 by Lina.Halper Fix build error Change 3604139 by Benn.Gallagher Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode. #jira UE-47960 Change 3604284 by Benn.Gallagher Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running #jira UE-48687 Change 3604612 by Lina.Halper Fix curve issue from automation test - It was actual bug. Change 3604614 by Lina.Halper - Fix crash with macro anim notify - Make sure macro anim notify doesn't show up in the menu #jira: UE-45036 Change 3604725 by Lina.Halper fixed issue with opening state machine from anim graph #jira: UE-48726 Change 3604971 by Aaron.McLeran #jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift. Bringing fix from 4.17 to Dev-AnimPhys Change 3605787 by Aaron.McLeran Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls - This is necessary in order to use the sound concurrency "limit by owner" feature Change 3606851 by Jurre.deBaare UE4Editor Static Analysis Win64 - Warning fix Change 3607022 by Lina.Halper Fix static analysis warning Change 3607229 by Jurre.deBaare RemoveAllCurveData should not allow removing data from the Skeleton #jira UE-48107 Change 3607660 by Martin.Wilson Live link client can run in cooked builds too #jira UEAP-306 Change 3607668 by Ethan.Geller #jira UE-48792 fix null dereference case in audiodevice.cpp Change 3607734 by Lina.Halper LOD linking to curve - consolidated to one param - curve eval option - for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :( - fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap - flipped meaning to align with bAllowCurveEvaluation - also fixed issue with orion cooking - where transform curves are added as normal curves #jira: UE-37996, UE-48782 Change 3607859 by Martin.Wilson Missed files from live link editor checkin Change 3607958 by Martin.Wilson Redo Jurre's changes from CL 3607229 (were removed by CL 3607734) Change 3608566 by Ethan.Geller change include to avoid header conflicts on Linux Change 3609074 by Ethan.Geller Take 2: Fix capitalization on include, fix Linux build. Change 3610024 by Lina.Halper Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene - we used to load advanced preview setting by persona module - this has been moved to persona tool kit, and now all other modules are crashing - If we want to do it for tool kit, we have to make sure all other editor's loading should change also. #jira: UE-48809 Change 3610081 by Jurre.deBaare Animations can't be set on blend samples from the dropdown #fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains #jira UE-48746 Change 3610088 by Jurre.deBaare Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace #fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead #misc found out of sync widget values due to incorrect encapsulation inside of lambdas #jira UE-48741 Change 3610862 by Ethan.Geller Fix submix effects for situations where number of input channels does not equal output channels Change 3611346 by Aaron.McLeran Using audio thread platform affinity mask for audio render thread. Change 3613297 by Ethan.Geller Simple delay submix Change 3614435 by Martin.Wilson CIS fix Change 3614482 by Martin.Wilson Store root motion on anim instance instead of proxy to avoid thread safety stalls #jira UE-46896 Change 3614483 by Martin.Wilson Evaluate curves in anim offsets #jira UE-47119 Change 3614495 by Jurre.deBaare Reimport alembic file with new source option does not automatically tick any tracks #fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either) #jira UE-46141 Change 3614645 by Thomas.Sarkanen Fixed physics assets not simulating when BlockAll was globally overridden Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT #jira UE-48591 - Physics assets not simulating correctly in Orion Change 3614683 by Lina.Halper Fixed crash when modifying default physicsasset #jira: UE-48844 Change 3614721 by Jurre.deBaare Vertex painting on skeletal meshes bound by physics asset #fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies #jira UE-48004 Change 3614730 by Thomas.Sarkanen Fixed crash when regenerating multi convex hulls from zero-vert bones We handled this in the single convex hull case, but multi did not. #jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body Change 3614763 by Jurre.deBaare Moving over: HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor #jira UE-48249 #fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh Change 3615029 by Lina.Halper Fix issue with highlight #jira: UE-48855 Change 3617593 by Thomas.Sarkanen Fixed crash when regenerating large amounts of bodies We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems #jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies Change 3617609 by Jonathan.Poncelet Fixed crash that could occur when opening a physics asset and deleting bones. #jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it Change 3617723 by Thomas.Sarkanen Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting. Moved AddToRoot pattern used for anim preview scene to FGCObject #jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794] #jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed Change 3617818 by Benn.Gallagher Final v1 UX changes for clothing tool, and removed experimental flag Change 3617937 by Jurre.deBaare Default bounds for Alembic skel-mesh are too large #fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds #jira UE-47139 Change 3618187 by Ethan.Geller Implement Audiomixer in HTML5 Change 3618188 by Lina.Halper Fix issue with highlight in persona #jira: UE-49020 Change 3618229 by Lina.Halper Fix crash on exit when modify is causing it to serialize again in the middle of tear down #jira: UE-48025 Change 3618248 by Lina.Halper fix issue by workaround where clamp is not happening with allowspin is false #jira: UE-47001 Change 3618289 by Aaron.McLeran Removing audio format types we're not using for simplicity Change 3618291 by Martin.Wilson Fix duplicate of curve name appearing in list when renaming #jira UE-49041 Change 3618390 by Aaron.McLeran Removing a case for DTYPE_Xenon since this is never used. Change 3618425 by Martin.Wilson Keep notify UI up to data across multiple editors when adding notifies to an animation #jira UE-48104 Change 3619023 by Aaron.McLeran Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used Change 3619129 by Aaron.McLeran Source bus feature. - New architectural feature for audio mixer that allows audio sources to route to other audio sources. - Buses can be routed to each other - Buses have a duration which can be set in bus asset - Buses can choose between mono and stereo channels - Sources can send to buses and also toggle to *only* output to buses (and bypass submixing) - Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc. - Some engine changes and optimizations: - Format conversion to float is done in async workers for decode vs the render callback - Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer) - Apply master attenuation at the final output vs per-source - Fixed code that performs fade in/fade out for smooth startup and shutdown. - Moved FSourceParam to FParam into DSP utility so others can use it. - Some engine fixes: - Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc. - Fixed an issue with pause - Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties - Fixed an issue with WorldID not getting set for listeners TODO: - fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses Change 3619159 by Ethan.Geller #jira UE-48950 fix steam audio crash on editor exit Change 3619555 by Jonathan.Poncelet Fixed constraint debug drawing arrows in the physics asset editor being too large. #jira UE-48863 Limited constraints and free constraints are much larger on screen Change 3619574 by Thomas.Sarkanen Fixed debug link for animation blueprints not persisting when changing preview mesh Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes. #jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session Change 3619586 by Thomas.Sarkanen Fixed physics asset shortcut not working correctly in certain circumstances FBox was using uninitialized memory #jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body Change 3619640 by Thomas.Sarkanen Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically). #jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar Change 3619644 by James.Golding Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances) #jira UE-47652 Change 3619654 by Martin.Wilson Fix removing a curve when it isn't used on any animations #jira UE-49048 Change 3619771 by Thomas.Sarkanen Make sure the physics asset editor floor has collision, regardless of what BlockAll does #jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config Change 3619803 by Jonathan.Poncelet Fixed localization warnings caused by duplicate keys. #jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings Change 3619813 by Jurre.deBaare Baked bones using a pose animation are rotated in the wrong direction #fix root bone transform wasn't being taken into account while generating final bone transforms #misc added debug logging for future work #jira UE-47362 Change 3619830 by Jurre.deBaare Biased Texture Size option is not functioning when Merging Actors #fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow #misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake #jira UE-48108 Change 3619859 by Thomas.Sarkanen Fixed HLOD selection sphere persisting on undo/redo Removed HLOD selection actors when the outliner is refreshed #jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement. Change 3619871 by Martin.Wilson Calculate root motion over the correct segment times, not the track times #jira UE-43719 Change 3619898 by Thomas.Sarkanen Improve UI feedback around bounds/in-game bounds in animation editor viewports Tooltip for in-game bounds is now more detailed In-game bounds cannot be selected if bounds is not also selected #jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing Change 3619908 by Thomas.Sarkanen Fixed tooltip for PhysicsType #jira UE-48421 - Incorrect tooltip for Physics Type Change 3620014 by Jurre.deBaare Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements #fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<> #misc Also added more delegates to ensure the restriction is up to date #jira UE-46980 Change 3620104 by Jurre.deBaare HLOD doesn't support renaming in levels #fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer #jira UE-48072 Change 3620151 by Thomas.Sarkanen Undo/redo now correctly affects animation preview scene settings Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc #jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI Change 3620152 by Thomas.Sarkanen Exposed LOD menu in PhAT This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior. #jira UE-47970 - LODs not working in Physics Asset Editor Change 3620177 by Benn.Gallagher PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz) Change 3620250 by Jurre.deBaare HLOD assets left in HLOD folder when clusters are deleted #fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed #jira UE-47450 Change 3620273 by James.Golding PR #3908: Removing duplicated forward declation (Contributed by celsodantas) #jira UE-48530 Change 3620274 by James.Golding PR #3909: Removing unnecessary conditional (Contributed by celsodantas) #jira UE-48531 Change 3620275 by James.Golding Add icon for destruction plugin Change 3620401 by Ethan.Geller #jira UE-47684 Remove SDL dependencies from Win64 Change 3620586 by Jurre.deBaare Linux CIS fix Change 3620660 by Martin.Wilson Fixes for state machines getting reinitialized in situations that users don't want them to. -Added option to state machine to allow it to skip reinitialization when it becomes relevant -Added option to slot nodes to keep source pose relevant while montage slot is playing. #jira UE-43578 Change 3620665 by Aaron.McLeran Making source buses only show relevant source bus data. - hiding sound wave categories that aren't relevant to source buses Change 3621087 by Ethan.Geller #jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled. Change 3621144 by Aaron.McLeran #jira UE-49147 #jira UE-49145 Fixing concurrency and volume stats Change 3621148 by Aaron.McLeran Fixing typo Change 3621180 by Ethan.Geller #jira UE-49151 Fix for browser preview on bus only sounds Change 3621421 by Ethan.Geller #jira UE-49165 Fix real time audio slider. Change 3621604 by Ethan.Geller #jira UE-44847 fix iOS panning algorithm on non-audio mixer Change 3621626 by Lina.Halper Fix issue with anim montage displaying when selecting animation #jira: UE-48749 Change 3621813 by Thomas.Sarkanen Fixing undo/redo of bone modifications in Physics Asset Editor (and others) Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique. Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again) We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway). #jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work Change 3621831 by Jurre.deBaare Crash fix for Material baking when trying to analyse a MP_MAX material property #jira UE-49172 Change 3621936 by Thomas.Sarkanen Fixed CIS error from merge Change 3621937 by Thomas.Sarkanen Fix merge issue with API change in USynthComponent Change 3622173 by Thomas.Sarkanen Fixed ortho viewports being bright white in sub-editors Preview scenes in general are responsible by default for the background color. Advanced preview scenes now use background color from settings. Previously only te animation editors did this. #jira UE-48841 - The background of the orthographic viewports is bright white Change 3622730 by Ethan.Geller #jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran Change 3622759 by Ethan.Geller #jira 49170 reduce static analysis warnings for audiodevice.cpp Change 3622901 by Benn.Gallagher Bumped PhysX DDC key after change in Orion caused verify failures Change 3623458 by Aaron.McLeran #jira UE-49204 Delores monologue cut short in Odin elevator Change 3623667 by Aaron.McLeran #jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator Change 3623752 by Aaron.McLeran #jira UE-49247 Sound Source Bus Properties Are Inappropriate Fixing issues with new source bus uobject so properties show up appropriately. Change 3624058 by Ben.Marsh Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests. Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path. Change 3624193 by Ethan.Geller #jira UE-49170 Static analysis fix, take 2 Change 3354003 by Thomas.Sarkanen Back out changelist 3353914 Change 3355932 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839 Change 3477632 by Jurre.deBaare Automated test content and ground truths for Actor Merging and Material baking functionality Change 3491464 by Jurre.deBaare Updated automation content for MergeActor behaviour Change 3587878 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489 Change 3597452 by Ethan.Geller #jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin. Change 3602935 by Lina.Halper Allow curve evaluation to be controlled by users #jira: UE-46446 Change 3606120 by Ethan.Geller Move Tap Delay Submix to Synthesis library, modify tap delay API Change 3621830 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691 Change 3622807 by Ethan.Geller #jira UE-49201 Fixing volume issues Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains. [CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
#include "AnimationGraphSchema.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
#define LOCTEXT_NAMESPACE "SubInstanceNode"
namespace SubInstanceGraphNodeConstants
{
FLinearColor TitleColor(0.2f, 0.2f, 0.8f);
}
FLinearColor UAnimGraphNode_SubInstance::GetNodeTitleColor() const
{
return SubInstanceGraphNodeConstants::TitleColor;
}
FText UAnimGraphNode_SubInstance::GetTooltipText() const
{
return LOCTEXT("ToolTip", "Runs a sub-anim instance to process animation");
}
FText UAnimGraphNode_SubInstance::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UClass* TargetClass = *Node.InstanceClass;
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), LOCTEXT("Title", "Sub Anim Instance"));
Args.Add(TEXT("TargetClass"), TargetClass ? FText::FromString(TargetClass->GetName()) : LOCTEXT("ClassNone", "None"));
if(TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("NodeTitle", "Sub Anim Instance");
}
if(TitleType == ENodeTitleType::ListView)
{
if(Node.Tag != NAME_None)
{
Args.Add(TEXT("Tag"), FText::FromName(Node.Tag));
return FText::Format(LOCTEXT("TitleListFormatTagged", "{NodeTitle} - Target Class: {TargetClass} - Tag: {Tag}"), Args);
}
else
{
return FText::Format(LOCTEXT("TitleListFormat", "{NodeTitle} - Target Class: {TargetClass}"), Args);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
}
else
{
if(Node.Tag != NAME_None)
{
Args.Add(TEXT("Tag"), FText::FromName(Node.Tag));
return FText::Format(LOCTEXT("TitleFormatTagged", "{NodeTitle}\nTarget Class: {TargetClass}\nTag: {Tag}"), Args);
}
else
{
return FText::Format(LOCTEXT("TitleFormat", "{NodeTitle}\nTarget Class: {TargetClass}"), Args);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
}
}
void UAnimGraphNode_SubInstance::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 4062005) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4005617 by Danny.Bouimad Fixing TM-AnimPhys lighting so it works on all platforms #jira UEENGQA-19924 Change 4014898 by Aaron.McLeran Adding simple delay feature Change 4025071 by Lina.Halper Fix and more potential fix for invalid bone index issue http://crashreporter/Buggs/Show/2052839 http://crashreporter/Crashes/Show/46656562 #jira: UE-51931 Change 4042493 by Lina.Halper Fix issue with sequence evaluator to handle properly when jumps from end to front or front to end #jira: UE-58429 Change 4042892 by Lina.Halper Fix issue with being able to drag/drop montage onto anim track in sequencer #jira: UE-57863 Change 4043553 by Ethan.Geller #jira UE-58340 Handle calls to FVoiceCaptureWindows::GetVoiceData outside of existing data calls. #rb none Change 4043613 by Lina.Halper Fix issue with incorrect usage of staticclass #jira: UE-54413 Change 4044069 by James.Golding PR #4455: Add FAnimNode_StateMachine subclassing support. (Contributed by redfeatherplusplus) #jira UE-54599 Change 4044070 by James.Golding PR #4349: Final points on a line test were broken, changed Plane.PlaneDot to FM. (Contributed by DSDambuster) #jira UE-53554 Change 4044072 by James.Golding Add ENGINE_API to UPhysicsHandleComponent so it can be subclassed #jira UE-56397 Change 4044073 by James.Golding PR #4611: Expose a few API's so it's possible to make custom anim graph nodes using these objects. (Contributed by ill) #jira UE-57004 Change 4044075 by James.Golding PR #4618: Bugfix: typo in path for CustomMeshComponent (case error) (Contributed by malavon) #jira UE-57077 Change 4044077 by James.Golding Add ClassGroup to some components #jira UE-57587, UE-57609 Change 4044080 by James.Golding PR #4515: Adding API export macro to ACableActor (Contributed by maxtunel) #jira UE-55515 Change 4044082 by James.Golding Remove unused CopySkinnedModelData function #jira UE-57623 Change 4044083 by James.Golding Fix per-poly collision for skel meshes. Make sure to call UpdateKinematicBonesToAnim if bEnablePerPolyCollision is set, even if no bodies Integration of CL 3971421 from Release-4.19 stream #jira UE-56405 Change 4044084 by James.Golding Add option to preview 'fixed bounds' in SkelMesh editors. Change 4044086 by James.Golding Remove unused RigidInfluenceIndex from CPU skinning code Change 4044310 by James.Golding Roll back changes to make PhysX cool fails a log instead of warning (CL 3995372, UE-56466), now that content is fixed Change 4044416 by Lina.Halper Provide BP interface to get curve list of names #jira: UE-52623 Change 4044419 by Lina.Halper added notification for updating pose asset #jira: UE-56233 Change 4046929 by Ethan.Geller #jira none add my developer folder to QAGame. #fyi dan.reynolds Change 4047064 by Ethan.Geller [Dev-AnimPhys] #jira UE-57890 add additional binaries for Steam Audio to LibPhonon.Build.cs. #rb none Change 4047564 by Lina.Halper Fix issue of not regenerating when reimport mesh #jira: UE-58284 Change 4047630 by Ethan.Geller Fix syntax error in libPhonon. #jira none #rb none Change 4048050 by Thomas.Sarkanen Allowed "Follow Bone" to be popped out of the menu into the viewport This allows for quick re-selection of the bone to follow, avoiding multiple clicks Tweaks and extends the "pinned command list" system to allow dynamic text in labels and labels to be hidden. #jira UE-53070 - Follow bone - Follow selected bone Change 4048064 by Thomas.Sarkanen Validate any bone references during compilation Bone references that are set to something other than NAME_None will be verified against the skeleton. Updated various anim nodes to call the base class ValidateAnimNodeDuringCompilation #jira UE-55680 - Anim graph nodes that use FBoneReference all need validation in ValidateAnimNodeDuringCompilation Change 4048468 by James.Golding PR #4319: Allow UAnimNotify_PlayMontageNotify to be inherited by other dlls (Contributed by DSDambuster) #jira UE-53390 Change 4048470 by James.Golding Implement ApplyWorldOffset to CableComponent, to handle origin shifting #jira UE-53560 Change 4048471 by James.Golding PR #4396: fix cachebones for subclasses of FAnimNode_SkeletalControlBase (Contributed by tmiv) #jira UE-53799 Change 4048474 by James.Golding PR #4423: Rename confusing argument in LineBoxIntersection (Contributed by Hybrid0) #jira UE-54145 Change 4048485 by James.Golding Fix compile error display from PoseDriver node #jira UE-58306 Change 4048489 by James.Golding Finish support for ProceduralMeshComponent supporting multiple UV channels #jira UE-54049 Change 4048678 by Thomas.Sarkanen Allowing blend space samples to be optionally moved off-grid Grid samples are now each optionally snapped. #jira UE-56116 - Allow blend spaces to optionally use off-grid sample points Change 4048773 by Lina.Halper Support pose factory with name input #jira: UE-55859 Change 4048844 by David.Hill Material Proxy Settings Updating the max on the material proxy texture size - old value could cause int32 overflow. #jira: UE-55441 Change 4049464 by Lina.Halper update curve is expensive, and we're doing multiple times with same curve sets. I'm changing it so that it only updates main, and copy from main instance to sub/post. #jira: UE-58459 Change 4050939 by Aaron.McLeran PR #4649: Activated reverbs will now take priority when world settings are used (i.e. no volume proxy is in use) (Contributed by Brandon-Wilson) #jira UE-57546 Change 4050954 by Aaron.McLeran PR #4594: Added class type to allow inherited versions of UAudioComponents to be created (Contributed by korypostma) #jira UE-56454 Change 4050960 by Aaron.McLeran Attempt to fix linux build. Change 4051247 by James.Golding Fix ProcMeshComp UpdateSection not copying all UV sets Add test case for ProcMeshComp with multiple UVs #jira UE-54049 Change 4051250 by James.Golding Add bUseHighPrecisionTangentBasis option to SkeletalMesh Change SkeletalMesh source data to store tangents at higher precision #jira UE-58525 Change 4051616 by Thomas.Sarkanen Mass scale is no longer incorrectly clamped This now allows mass scales below 0.01 and above 100. #jira UE-49572 - MassScale has some edge cases for skeletal mesh component and small numbers Change 4051619 by Thomas.Sarkanen Fixed notify drag/drop on high DPI displays #jira UE-55690 - Animation Notifies Do Not Move Past the Center of Timeline On a High DPI Display Change 4051626 by Thomas.Sarkanen Fix anim dynamics debug rendering #jira UE-53902 - Anim Dynamics node is missing wireframe simulation box in preview #jira UE-57983 - GitHub 4674 : UE-57910 Fix the angular limits display issue while selecting the AnimDynamics node Change 4051628 by Thomas.Sarkanen Constraints and bodies now rotate in their own local space in the physics asset editor When local coordinate system is applied #jira UE-50345 - rotating constraints or bodies in Phat with local axis Change 4051634 by Thomas.Sarkanen Automatic rules for state transitions are now shown in tooltips #jira UE-57689 - Animation State Machine Transitions that use bAutomaticRuleBasedOnSequencePlayerInState, should indicate that in the transition Change 4051636 by Thomas.Sarkanen NotifyTriggerChance is now hidden for nodify states as it has no effect #jira UE-55351 - NotifyTriggerChance should be grayed out for UAnimNotifyState Change 4051669 by Thomas.Sarkanen Fixed accidental operation of pinned commands when closing them #jira UE-54051 - Unpinning settings will toggle the next setting Change 4051671 by Thomas.Sarkanen Fix crash importing skeletal mesh with no vertices Not a fix for the jira, but found while investigating #jira UE-56330 - FBX Files Do Not Import After Using the Facial Anim Importer Unless Project is Reopened Change 4051684 by James.Golding Fix high precision tangents when CPU skinning and mesh merging Remember bExistingUseHighPrecisionTangentBasis when re-importing SkelMesh #jira UE-58525 Change 4051686 by James.Golding PR #4297: Output animation name with ensure() - useful when debugging (Contributed by DSDambuster) #jira UE-53259 Change 4051801 by Jurre.deBaare A BlendSpace that puts the same asset on samples can stop its own animation on Switch #fix Ensure that we don't cause divide-by-zero situations when sampling blendspace data #jira UE-54030 Change 4051806 by Jurre.deBaare Fix geometry cache reimport + serialization issues Change 4051807 by Jurre.deBaare Currently, it's not possible to assigned a material to a Geometry Cache .uasset #fix EditAnywhere rather than VisibleAnywhere #jira UE-58212 Change 4051809 by Jurre.deBaare GeomCache: Crash/Bug: When importing file #fix Ensure that we have a valid first frame when trying to import a sequence, if not error-out #jira UE-58285 Change 4051813 by Jurre.deBaare GeomCache: Bug: Normals Broken #jira UE-58287 GeomCache - Normals are Bad on Import #jira UE-58283 #fix ensure that we triangulate mesh attributes when necessary #misc per-attribute indices check Change 4051816 by Jurre.deBaare Alembic QOL - Fix issue with reimport object flags not being applied - Now also store sampling data as part of Alembic asset import data Change 4051817 by Jurre.deBaare PR #4550: Fixes bug where "Merge Actors" or HLOD proxies result in too many mesh sections (Contributed by trond) #fix Integrated pull-request in different form #jira UE-55976 Change 4051818 by Jurre.deBaare Emissive isn't baked correctly in TM-MeshbakeMap #fix ensure that we OR and Max the material flags and emissive scale #jira UE-54889 Change 4051819 by Jurre.deBaare Crash on project load when GeometryCache plugin is disabled #fix No longer force-load the geometry cache module as it was moved to be a plugin #jira UE-57875 Change 4051820 by Jurre.deBaare CLONE - Editor crash when Propagating Vertex Colors to Asset's source mesh #fix IsValidIndex check #jira UE-57127 Vertex painting Change 4051828 by Jurre.deBaare Merging negative-scaled actors breaks materials #fix Make sure we also reverse the section indices when a static mesh has a mirrored transform #jira UE-56953 Change 4051834 by Jurre.deBaare Unclear warnings when generating clusters in persistent level when sublevels have HLOD disabled #fix improved warning text + added uobject link to level in content browser #jira UE-55734 Change 4051993 by Jurre.deBaare Update Alembic automated test ground truth #jira none Change 4052937 by James.Golding Remove now-unused version (merged change to skel source data from Main instead) Change 4053291 by Aaron.McLeran Fix for CIS #jira none Change 4053375 by Aaron.McLeran #jira UE-58716 Allow ability to bypass volume-weighting with using sound wave priority Change 4057170 by Thomas.Sarkanen Fix shadow variable warning #jira UE-58806 - Linux: Shadow Variable Warnings building Editor - PhysicsAssetEditorEditMode.cpp Change 4057653 by Lina.Halper Fix the issue with showing same item multiple times when opening control rig blueprint many times #jira: UE-58107 Change 4057701 by Jurre.deBaare //UE4/Dev-AnimPhys - Step 'Run Automated Tests' has completed with 13 Errors #fix reupdate alembic ground truths, little bit of a weird state #jira UE-58818 Change 4057710 by Ethan.Geller [Dev-AnimPhys] #jira UE-58004 Early exit if finish was called before StartSubmixRecording. #rb Aaron.McLeran Change 4059295 by Ethan.Geller #jira UE-58004 Reduce logs from fatal to error, fix serialize crash. #rb aaron.mcleran Change 4061061 by Aaron.McLeran Fixing animphys build from recent merge from main. #jira UE-58909 Change 4053154 by Aaron.McLeran #jira UE-58708 Fix to mic component to reduce clicks/pops on mic input. Fix was to simplify the way audio is copied from mic input. This change was used on the GDC demo floor for a number of features. [CL 4062611 by Aaron McLeran in Main branch]
2018-05-09 18:45:58 -04:00
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
UAnimBlueprint* AnimBP = CastChecked<UAnimBlueprint>(GetBlueprint());
UObject* OriginalNode = MessageLog.FindSourceObject(this);
// Check we have a class set
if(!*Node.InstanceClass)
{
MessageLog.Error(TEXT("Sub instance node @@ has no valid instance class to spawn."), this);
}
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
if(HasInstanceLoop())
{
MessageLog.Error(TEXT("Detected loop in sub instance chain starting at @@ inside class @@"), this, AnimBP->GetAnimBlueprintGeneratedClass());
}
// Check for cycles from other sub instance nodes
TArray<UEdGraph*> Graphs;
AnimBP->GetAllGraphs(Graphs);
// Check for duplicate tags in this anim blueprint
for(UEdGraph* Graph : Graphs)
{
TArray<UAnimGraphNode_SubInstance*> SubInstanceNodes;
Graph->GetNodesOfClass(SubInstanceNodes);
for(UAnimGraphNode_SubInstance* SubInstanceNode : SubInstanceNodes)
{
if(SubInstanceNode == OriginalNode)
{
continue;
}
FAnimNode_SubInstance& InnerNode = SubInstanceNode->Node;
if(InnerNode.Tag != NAME_None && InnerNode.Tag == Node.Tag)
{
MessageLog.Error(*FText::Format(LOCTEXT("DuplicateTagErrorFormat", "Node @@ and node @@ both have the same tag '{0}'."), FText::FromName(Node.Tag)).ToString(), this, SubInstanceNode);
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
// Check we don't try to spawn our own blueprint
if(*Node.InstanceClass == AnimBP->GetAnimBlueprintGeneratedClass())
{
MessageLog.Error(TEXT("Sub instance node @@ targets instance class @@ which it is inside, this would cause a loop."), this, AnimBP->GetAnimBlueprintGeneratedClass());
}
}
void UAnimGraphNode_SubInstance::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
Super::ReallocatePinsDuringReconstruction(OldPins);
UClass* TargetClass = *Node.InstanceClass;
if(!TargetClass)
{
// Nothing to search for properties
return;
}
// Need the schema to extract pin types
const UEdGraphSchema_K2* Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3536809 by Ben.Marsh Fixing case of files in "iOS" directory, pt 1. Change 3536814 by Ben.Marsh Fixing case of files in "iOS" directory, pt 2. Change 3596207 by Thomas.Sarkanen Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250 PhAT Upgrade #jira UEAP-29 - New PhysicsAsset editor Changelists from task stream: Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working. This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added. Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Renaming PhAT files to PhysicsAssetEditor Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rename PhAT -> PhysicsAssetEditor Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed up PhAT to Physics Asset Editor Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Reverted some over-zealous renaming Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it Added the ability to hide filter menus to skeleton tree Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added new physics asset skeleton tree builder Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Skeleton tree extensions to support physics assets Only started this work - still much to do Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rearranged persona viewport menus Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed body/constraint modes. Added graph editor Added edit mode - moved viewport client code over Got PhAT skel mesh rendering in viewport Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Increased hit proxy priority to improve selection Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Skeleton tree gets bodies & shapes back. Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport. Added multi-select to bone proxy customization Re-tweaked editor layout Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Selection sync work. Customization of anim viewport menus. Context menus for physics asset items, as well as masking of various context menu items via settings. Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next! Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen More viewport menu fixups (plus deleting duplicate functionality). Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early). Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion. Cleaned up unused files & code Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Allow extensibility of viewport menu bars Slate changes: Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points. Allow menu bars to optionally invert-on-hover. Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used. Adjusted core styling of menu bar elements. Other changes: Adjusted padding for various UI elements to preserve previoud behavior. Adjusted SAnimViewportToolbar to use the new menu bar builder. Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar. Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added extension point to viewport menu bar Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Getting sim working again Moved over to using preview instance so we share functionality with Persona editors. Added time dilation options to persona preview scene. Removed PhAT specific recording functionality (it is in the viewport now). Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Recreate physics state on edit, not sim start This allows velocity to be inherited when simulation is started Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moving viewport to continually-invalidated one like animation editors Fixed crash in non-extended viewport toolbars Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Bodies start off non-expanded Selection now synced between viewport and graph Constraint selection in graph not works on the first try Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added missing icon Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed shape listing from graph nodes Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Double click on body node recenters graph Fixed graph disappearing on right-click Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Prevented cursor getting swallowed in sim mode Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed overlapping text Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Node layout now takes dimensions into account Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed crash opening Persona editors Renamed file Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaks to profiles menu Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Profiles can now be edited in their own details panel Existing customizations folded into the new panel Tweaks to toolbar Added the ability for the persona details panel to have extra top/bottom content added Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Add profile control to context menus Also delete old unused code Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Toolbar trimmed down & re-ordered Body/constraint ops moved to context menus Apply physmat now a context-menu option with an asset picker Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed extra warning dialog when auto-creating bodies Changed title of new asset dialog to "auto-create bodies" Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix "simulate selected" As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor. Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type Fixed up selection so body selection works & tree seleciton is properly synced with viewport Added recursion guard to selection delegate handlers. Removed vestigial instance property editing support (no longer needed). Removed unused old tree support code Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added constraints to tree Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix bone proxiies stopping updating after initial viewport selection Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed up selection issues when creating new bodies Added constraint context menu Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved icons to central location Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Customized filtering of the skeleton tree Hide constraints by defualt Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved). BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool. Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303 Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved physics sim options to viewport menu (so seleciton changing is not required to change them) Moved physics-related rendering options to show menu We no longer switch to sim options when nothing is selected. During simulation we now disable the details panel Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered) Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Small fixes based on feedback: Exposed Mirror tool to menus Exposed constraint quick actions to menus Added edit condition to Position & Velocity strength for physical animation Fixed up some tooltips & display names Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Defaulted to constraints as points Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Request from Nick D: Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes. Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets. Slightly increased point-constraint rendering size and added crosshair cursor to constraints Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead) Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed duplicate time dilation (can just use viewport menu!) Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixup post-merge Prevent crash by attaching to root component in the correct place Add IWYU include for TArrayView Remove more unused code Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix constraint/body selection one final time Move constraint drawing to SDPG_World (apart from point mode) Remove depth offset in material Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Enabling/disabling collision between bodies is now clearer Menu items are now enabled and disabled correctly depending on collision state Tooltip reflects what actually gets done when the operation is enacted Also corrected a few functions that still reference constraint & body mode Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added enable/disable collision with all Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Color code graph items based on current profile Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Color code tree items too Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Bone selection & manipulation now possible - allows for pose setup before simulation Item expansion now expands leaf nodes when selecting - helps with constraint selection etc. Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix compile error Color code according to simulated/kinematic status Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen File i missed Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added physics asset factory so physics assets can be created form the "new asset" menu. Skeletal mesh is picked then a defualt asset is generated Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Improve interactions with bones & bodies Clear bone selection when selecting bodies/constraints Always hide gizmo in simulate Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed unused selection lock feature Fixed selection working incorrectly with details panel closed Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Selection improvements Multiselect in tree now only selects non-collapsed tree elements Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent). Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994 Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixup post-merge issues Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Simulation now works in a simlar way to the level editor Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown. Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed selection color of wireframe drawing (this broke ages ago!) Fixed initialized environment color/intensity Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently) Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix crash when simulating selected new bodies Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time) Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Select all is now a menu option Context menu pops when right-clicking nothing now too Menu no longer grows enormous when multiple types of objects are selected Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Enlarged constraint rendering size Show constraints (rather than points) by default Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics Assets now appear in the asset family shortcut bar Physics Assets now render thumbnails Skeleton tree can now work in 'picker' mode Constraints can now be created manually in the graph, tree and viewport Fixed double-click and mousewheel not working right sometimes Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed clicks incorrectly selecting bones in simulate mode Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics Asset config is now loaded/saved Fixed antoher corner case with viewport clicks in sim Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved body creation params over to a details panel & settings object Moved initial creation dialog over to use the new system too Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Renamed shapes and constraints in the tree view Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Constraints are now not filtered by default Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Selecting constraints now shows them (and the bodies involved) in the graph Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed "Show Kinematic Bodies" We now always show kinematic status in simulate mode Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen PhAT rendering settings are now persisted across sessions. Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available. Added editable opacity to collision rendering. Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen New materials with opacity parameter Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Re-saved materials Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added ability to only show selected bodies as solid Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix focus 'F' shortcut sometimes not working Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix a bunch of selection issues with the graph not keeping in sync Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853 Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed disappearing convex meshes on simulate Also fixes crash in thumbnail rendering Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Disabled selection on mesh. Fixes selection issues. Also made the hit proxy use a crosshair when over bodies, for easier selection Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added body/body collision buttons back to the main toolbar Fixed solid body drawing using the wrong material when no bodies are selected Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix delete shortcut not working when tree is focused Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Integrated per-bone primitive generation with the new tab method Removed context menu item for bones (fixes duplicate popup) Fixed undo/redo not working for regenerating all bodies Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Disabled body regeneration when simulation is running Fixed up tab icons Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings) Animation picker removed from toolbar (we use the preview scene settings for this now) Fixed profiles tab icon Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Show attached assets in tree Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix broken multi-selection of bone proxies Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed code that prevented parts of the UI (like simulation) from working in PIE Removed graph overlays & added "PHYSICS" label Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed arrows from graph Fixed dragging off constraints/input pins/bodies in constraint-created graphs Constraint names now include both bodies Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Switched from colors to icons in the skeleton tree Removed bold fonts Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Layout fixes Added border around generate button in tools panel Removed skeleton tree header in contexts where it is not needed Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added slow task dialog for body generation Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rearranged context menus to be not so huge Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Rearranged menus some more Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Colorized details customization of swing/twist items Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Auto-open assets when creating from skeletal mesh Tweaked tooltip on suggestion from Nick D Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed mirroring changes not showing up straight away Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved over to Persona-style floor adjustment Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Tweaked tooltips for filtering items Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added "deselect all" option (Esc) Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Graph selection tweaks Selected bodies in the viewport/tree are now also selected in the graph. Selection outline is now matched to the graph outline instead of using default outline. Pin allocation no longer happens twice Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Switched simulate shortcut to Alt+Enter Avoids conflict with clobal PIS/SIE shortcuts Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Minor body regeneration refactor Label for tools tab button is dynamic depending on selection context Generation setttings are now re-used by creation dialog too Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Resetting animation to default now correctly applies the animation Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed up physics asset editor's use of debug skel mesh component This broke post-merge from Dev-AnimPhys. Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics). This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor). Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Moved code to add/remove/assign/unassign profiles to details customization Also allowed dupication again (via the menu) Allows correct naming of new profiles as before (as this is handled in PostEdit) #jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile #jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor #jira UE-47384 - New profiles in Physics Asset Editor are all named the same #jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available #jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long #jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Prevented ctrl+selection of constraints from re-selecting Avoided defered broadcast of seleciton event from the graph #jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed bodies incorrectly simulating outside of 'simulate' mode Forced all bodies to be non-simulated when simulation is disabled. Also removed non-functioning motor menu options & disabled more menu options when simulating #jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed crash when failing to create a physics asset with multi convex hull #jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed typo that disabled editability of profile names incorrectly #jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed crash when opening a physics asset with a deleted preview skeletal mesh Now assigns default mesh as before If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it. #jira UE-47918 - Crash when opening certain Physics Assets Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Prevent "set bodies below" from improperly enabling simulation on bodies #jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics assets with simulated bodies no longer simulate when first opened #jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix excessive gravity crash when actors pop out of the world Also restrict gravity to non NaN-causing levels. #jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581 Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix merge issues Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed delegate for skeleton tree context menu extension, now uses an empty section Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Added comments to bone proxy & physics asset editor shared data Removed unused variables Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixed constraint 'all positions' rendering Removed empty override of unregister tab spawners Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fix crash when setting skeletal mesh Toast is not displayed when the skeleton is changed as well as the skeletal mesh. Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor #jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Physics asset selection color now uses editor settings Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed unused functions Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Commented SetBodiesBelowPhysicsType as per code review Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Disabled physical material menu in simulate Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Removed unused code Commented a few functions Re-instated preview mesh selection Removed delegate allowing viewport client class creation Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Remove unused code Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965 Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen Fixup merge errors Change 3596227 by Jonathan.Poncelet Fixed physics substepping interpolation using the wrong starting value. #jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16 Change 3596241 by Jonathan.Poncelet Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately. #jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin Change 3596247 by Thomas.Sarkanen Fixup CIS errors post PhAT Upgrade merge Change 3596250 by Thomas.Sarkanen More CIS fixes Change 3596255 by Benn.Gallagher Fixed compilation errors when nativizing animation blueprints that use subinstances #jira UE-46522 Change 3596256 by Benn.Gallagher Fixed orphaned sub anim instance pins hanging around #jira UE-46545 Change 3596257 by Benn.Gallagher Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections. #jira UE-48045 Change 3596258 by Benn.Gallagher Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible #jira UE-47755 Change 3596259 by Benn.Gallagher Fixed mismatch between paint values and view values for clothing tools #jira UE-48110 Change 3596260 by Benn.Gallagher Stopped property context menus killing the whole window stack when an item is clicked #jira UE-48158 Change 3596261 by Thomas.Sarkanen One last Mac CIS fix (hopefully) Change 3596308 by Benn.Gallagher Removed outdated references to APEX in clothing example map. Change 3596360 by Martin.Wilson Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded #jira UE-48452 Change 3596459 by Benn.Gallagher Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances. #jira UE-47567 Change 3596967 by Aaron.McLeran Adding setting default reverb send level in audio settings. Change 3596974 by Ethan.Geller Merge in fix from Christopher Oliver Change 3597243 by Aaron.McLeran Checking in missing files. Change 3597686 by Ethan.Geller Fix warnings/errors from CL 3597452 Change 3597846 by Ethan.Geller Fix errors, take 2 Change 3598290 by Ethan.Geller Panning Angle Issue Change 3598412 by Ethan.Geller Change Core.h header to CoreMinimal.h, fix warnings Change 3599797 by Jurre.deBaare LODs from Merge Actor tool have bad normals #jira UE-47129 #fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to: 1) Summing all lightmap pixel counts for each mesh component being merged 2) Calculating fitting texture dimension by taking square root of the total pixels Change 3599863 by Lina.Halper PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot) Change 3599883 by Jurre.deBaare HLOD: update outliner tooltip when UE docs arrive #jira UE-20352 Change 3599944 by Martin.Wilson Smart name refactor - Remove guids entirely - Remove automatic fix up - Simplify smart name mapping container - Make animations deterministic for cooking #jira UEAP-264 Change 3600133 by Benn.Gallagher Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely. #jira UE-48612 Change 3600166 by Benn.Gallagher Fixed cloth paint gradient allowing invalid values #jira UE-48114 Change 3600719 by Lina.Halper PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus) Change 3601668 by Jurre.deBaare Improve BlendSpace preview pin dragging controls #fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable #misc Also added tooltips on the grid to make the functionality more discoverable #jira UE-43011 Change 3601669 by Jurre.deBaare No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel #fix I've added the SampleIndex to the names to make it easier recognizing which one is which #jira UE-46892 Change 3601731 by Benn.Gallagher Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account. #jira UE-48329 Change 3601897 by Lina.Halper fixing issue with sequencer reinitialization #jira: UE-48556 Change 3602339 by Benn.Gallagher Fixed comment/tooltip typo Change 3602502 by Benn.Gallagher Fixed clothing gradient tool renderer not showing selected points when camera was moving #jira UE-48331 Change 3602664 by Ethan.Geller Unshelved fixes from Dev-VR Change 3602726 by Lina.Halper Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject #jira: UE-48700 Change 3603011 by Lina.Halper Fix build error Change 3604139 by Benn.Gallagher Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode. #jira UE-47960 Change 3604284 by Benn.Gallagher Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running #jira UE-48687 Change 3604612 by Lina.Halper Fix curve issue from automation test - It was actual bug. Change 3604614 by Lina.Halper - Fix crash with macro anim notify - Make sure macro anim notify doesn't show up in the menu #jira: UE-45036 Change 3604725 by Lina.Halper fixed issue with opening state machine from anim graph #jira: UE-48726 Change 3604971 by Aaron.McLeran #jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift. Bringing fix from 4.17 to Dev-AnimPhys Change 3605787 by Aaron.McLeran Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls - This is necessary in order to use the sound concurrency "limit by owner" feature Change 3606851 by Jurre.deBaare UE4Editor Static Analysis Win64 - Warning fix Change 3607022 by Lina.Halper Fix static analysis warning Change 3607229 by Jurre.deBaare RemoveAllCurveData should not allow removing data from the Skeleton #jira UE-48107 Change 3607660 by Martin.Wilson Live link client can run in cooked builds too #jira UEAP-306 Change 3607668 by Ethan.Geller #jira UE-48792 fix null dereference case in audiodevice.cpp Change 3607734 by Lina.Halper LOD linking to curve - consolidated to one param - curve eval option - for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :( - fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap - flipped meaning to align with bAllowCurveEvaluation - also fixed issue with orion cooking - where transform curves are added as normal curves #jira: UE-37996, UE-48782 Change 3607859 by Martin.Wilson Missed files from live link editor checkin Change 3607958 by Martin.Wilson Redo Jurre's changes from CL 3607229 (were removed by CL 3607734) Change 3608566 by Ethan.Geller change include to avoid header conflicts on Linux Change 3609074 by Ethan.Geller Take 2: Fix capitalization on include, fix Linux build. Change 3610024 by Lina.Halper Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene - we used to load advanced preview setting by persona module - this has been moved to persona tool kit, and now all other modules are crashing - If we want to do it for tool kit, we have to make sure all other editor's loading should change also. #jira: UE-48809 Change 3610081 by Jurre.deBaare Animations can't be set on blend samples from the dropdown #fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains #jira UE-48746 Change 3610088 by Jurre.deBaare Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace #fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead #misc found out of sync widget values due to incorrect encapsulation inside of lambdas #jira UE-48741 Change 3610862 by Ethan.Geller Fix submix effects for situations where number of input channels does not equal output channels Change 3611346 by Aaron.McLeran Using audio thread platform affinity mask for audio render thread. Change 3613297 by Ethan.Geller Simple delay submix Change 3614435 by Martin.Wilson CIS fix Change 3614482 by Martin.Wilson Store root motion on anim instance instead of proxy to avoid thread safety stalls #jira UE-46896 Change 3614483 by Martin.Wilson Evaluate curves in anim offsets #jira UE-47119 Change 3614495 by Jurre.deBaare Reimport alembic file with new source option does not automatically tick any tracks #fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either) #jira UE-46141 Change 3614645 by Thomas.Sarkanen Fixed physics assets not simulating when BlockAll was globally overridden Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT #jira UE-48591 - Physics assets not simulating correctly in Orion Change 3614683 by Lina.Halper Fixed crash when modifying default physicsasset #jira: UE-48844 Change 3614721 by Jurre.deBaare Vertex painting on skeletal meshes bound by physics asset #fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies #jira UE-48004 Change 3614730 by Thomas.Sarkanen Fixed crash when regenerating multi convex hulls from zero-vert bones We handled this in the single convex hull case, but multi did not. #jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body Change 3614763 by Jurre.deBaare Moving over: HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor #jira UE-48249 #fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh Change 3615029 by Lina.Halper Fix issue with highlight #jira: UE-48855 Change 3617593 by Thomas.Sarkanen Fixed crash when regenerating large amounts of bodies We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems #jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies Change 3617609 by Jonathan.Poncelet Fixed crash that could occur when opening a physics asset and deleting bones. #jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it Change 3617723 by Thomas.Sarkanen Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting. Moved AddToRoot pattern used for anim preview scene to FGCObject #jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794] #jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed Change 3617818 by Benn.Gallagher Final v1 UX changes for clothing tool, and removed experimental flag Change 3617937 by Jurre.deBaare Default bounds for Alembic skel-mesh are too large #fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds #jira UE-47139 Change 3618187 by Ethan.Geller Implement Audiomixer in HTML5 Change 3618188 by Lina.Halper Fix issue with highlight in persona #jira: UE-49020 Change 3618229 by Lina.Halper Fix crash on exit when modify is causing it to serialize again in the middle of tear down #jira: UE-48025 Change 3618248 by Lina.Halper fix issue by workaround where clamp is not happening with allowspin is false #jira: UE-47001 Change 3618289 by Aaron.McLeran Removing audio format types we're not using for simplicity Change 3618291 by Martin.Wilson Fix duplicate of curve name appearing in list when renaming #jira UE-49041 Change 3618390 by Aaron.McLeran Removing a case for DTYPE_Xenon since this is never used. Change 3618425 by Martin.Wilson Keep notify UI up to data across multiple editors when adding notifies to an animation #jira UE-48104 Change 3619023 by Aaron.McLeran Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used Change 3619129 by Aaron.McLeran Source bus feature. - New architectural feature for audio mixer that allows audio sources to route to other audio sources. - Buses can be routed to each other - Buses have a duration which can be set in bus asset - Buses can choose between mono and stereo channels - Sources can send to buses and also toggle to *only* output to buses (and bypass submixing) - Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc. - Some engine changes and optimizations: - Format conversion to float is done in async workers for decode vs the render callback - Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer) - Apply master attenuation at the final output vs per-source - Fixed code that performs fade in/fade out for smooth startup and shutdown. - Moved FSourceParam to FParam into DSP utility so others can use it. - Some engine fixes: - Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc. - Fixed an issue with pause - Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties - Fixed an issue with WorldID not getting set for listeners TODO: - fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses Change 3619159 by Ethan.Geller #jira UE-48950 fix steam audio crash on editor exit Change 3619555 by Jonathan.Poncelet Fixed constraint debug drawing arrows in the physics asset editor being too large. #jira UE-48863 Limited constraints and free constraints are much larger on screen Change 3619574 by Thomas.Sarkanen Fixed debug link for animation blueprints not persisting when changing preview mesh Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes. #jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session Change 3619586 by Thomas.Sarkanen Fixed physics asset shortcut not working correctly in certain circumstances FBox was using uninitialized memory #jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body Change 3619640 by Thomas.Sarkanen Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically). #jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar Change 3619644 by James.Golding Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances) #jira UE-47652 Change 3619654 by Martin.Wilson Fix removing a curve when it isn't used on any animations #jira UE-49048 Change 3619771 by Thomas.Sarkanen Make sure the physics asset editor floor has collision, regardless of what BlockAll does #jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config Change 3619803 by Jonathan.Poncelet Fixed localization warnings caused by duplicate keys. #jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings Change 3619813 by Jurre.deBaare Baked bones using a pose animation are rotated in the wrong direction #fix root bone transform wasn't being taken into account while generating final bone transforms #misc added debug logging for future work #jira UE-47362 Change 3619830 by Jurre.deBaare Biased Texture Size option is not functioning when Merging Actors #fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow #misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake #jira UE-48108 Change 3619859 by Thomas.Sarkanen Fixed HLOD selection sphere persisting on undo/redo Removed HLOD selection actors when the outliner is refreshed #jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement. Change 3619871 by Martin.Wilson Calculate root motion over the correct segment times, not the track times #jira UE-43719 Change 3619898 by Thomas.Sarkanen Improve UI feedback around bounds/in-game bounds in animation editor viewports Tooltip for in-game bounds is now more detailed In-game bounds cannot be selected if bounds is not also selected #jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing Change 3619908 by Thomas.Sarkanen Fixed tooltip for PhysicsType #jira UE-48421 - Incorrect tooltip for Physics Type Change 3620014 by Jurre.deBaare Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements #fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<> #misc Also added more delegates to ensure the restriction is up to date #jira UE-46980 Change 3620104 by Jurre.deBaare HLOD doesn't support renaming in levels #fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer #jira UE-48072 Change 3620151 by Thomas.Sarkanen Undo/redo now correctly affects animation preview scene settings Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc #jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI Change 3620152 by Thomas.Sarkanen Exposed LOD menu in PhAT This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior. #jira UE-47970 - LODs not working in Physics Asset Editor Change 3620177 by Benn.Gallagher PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz) Change 3620250 by Jurre.deBaare HLOD assets left in HLOD folder when clusters are deleted #fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed #jira UE-47450 Change 3620273 by James.Golding PR #3908: Removing duplicated forward declation (Contributed by celsodantas) #jira UE-48530 Change 3620274 by James.Golding PR #3909: Removing unnecessary conditional (Contributed by celsodantas) #jira UE-48531 Change 3620275 by James.Golding Add icon for destruction plugin Change 3620401 by Ethan.Geller #jira UE-47684 Remove SDL dependencies from Win64 Change 3620586 by Jurre.deBaare Linux CIS fix Change 3620660 by Martin.Wilson Fixes for state machines getting reinitialized in situations that users don't want them to. -Added option to state machine to allow it to skip reinitialization when it becomes relevant -Added option to slot nodes to keep source pose relevant while montage slot is playing. #jira UE-43578 Change 3620665 by Aaron.McLeran Making source buses only show relevant source bus data. - hiding sound wave categories that aren't relevant to source buses Change 3621087 by Ethan.Geller #jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled. Change 3621144 by Aaron.McLeran #jira UE-49147 #jira UE-49145 Fixing concurrency and volume stats Change 3621148 by Aaron.McLeran Fixing typo Change 3621180 by Ethan.Geller #jira UE-49151 Fix for browser preview on bus only sounds Change 3621421 by Ethan.Geller #jira UE-49165 Fix real time audio slider. Change 3621604 by Ethan.Geller #jira UE-44847 fix iOS panning algorithm on non-audio mixer Change 3621626 by Lina.Halper Fix issue with anim montage displaying when selecting animation #jira: UE-48749 Change 3621813 by Thomas.Sarkanen Fixing undo/redo of bone modifications in Physics Asset Editor (and others) Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique. Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again) We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway). #jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work Change 3621831 by Jurre.deBaare Crash fix for Material baking when trying to analyse a MP_MAX material property #jira UE-49172 Change 3621936 by Thomas.Sarkanen Fixed CIS error from merge Change 3621937 by Thomas.Sarkanen Fix merge issue with API change in USynthComponent Change 3622173 by Thomas.Sarkanen Fixed ortho viewports being bright white in sub-editors Preview scenes in general are responsible by default for the background color. Advanced preview scenes now use background color from settings. Previously only te animation editors did this. #jira UE-48841 - The background of the orthographic viewports is bright white Change 3622730 by Ethan.Geller #jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran Change 3622759 by Ethan.Geller #jira 49170 reduce static analysis warnings for audiodevice.cpp Change 3622901 by Benn.Gallagher Bumped PhysX DDC key after change in Orion caused verify failures Change 3623458 by Aaron.McLeran #jira UE-49204 Delores monologue cut short in Odin elevator Change 3623667 by Aaron.McLeran #jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator Change 3623752 by Aaron.McLeran #jira UE-49247 Sound Source Bus Properties Are Inappropriate Fixing issues with new source bus uobject so properties show up appropriately. Change 3624058 by Ben.Marsh Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests. Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path. Change 3624193 by Ethan.Geller #jira UE-49170 Static analysis fix, take 2 Change 3354003 by Thomas.Sarkanen Back out changelist 3353914 Change 3355932 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839 Change 3477632 by Jurre.deBaare Automated test content and ground truths for Actor Merging and Material baking functionality Change 3491464 by Jurre.deBaare Updated automation content for MergeActor behaviour Change 3587878 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489 Change 3597452 by Ethan.Geller #jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin. Change 3602935 by Lina.Halper Allow curve evaluation to be controlled by users #jira: UE-46446 Change 3606120 by Ethan.Geller Move Tap Delay Submix to Synthesis library, modify tap delay API Change 3621830 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691 Change 3622807 by Ethan.Geller #jira UE-49201 Fixing volume issues Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains. [CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
// Default anim schema for util funcions
const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
bool bShowPose = false;
// Scan the target class for a sub input node, we only want to show the pose input if
// we have that node available
for(TFieldIterator<UProperty> It(TargetClass); It; ++It)
{
UProperty* CurrentProp = *It;
if(UStructProperty* StructProp = Cast<UStructProperty>(CurrentProp))
{
if(StructProp->Struct->IsChildOf(FAnimNode_SubInput::StaticStruct()))
{
// Found a pose input
bShowPose = true;
break;
}
}
}
if(bShowPose)
{
if(UProperty* PoseProperty = FindField<UProperty>(FAnimNode_SubInstance::StaticStruct(), GET_MEMBER_NAME_CHECKED(FAnimNode_SubInstance, InPose)))
{
FEdGraphPinType PinType;
if(Schema->ConvertPropertyToPinType(PoseProperty, PinType))
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, PinType, PoseProperty->GetFName());
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
NewPin->PinFriendlyName = PoseProperty->GetDisplayNameText();
CustomizePinData(NewPin, PoseProperty->GetFName(), INDEX_NONE);
}
}
}
// Grab the list of properties we can expose
TArray<UProperty*> ExposablePropeties;
GetExposableProperties(ExposablePropeties);
// We'll track the names we encounter by removing from this list, if anything remains the properties
// have been removed from the target class and we should remove them too
TArray<FName> BeginExposableNames = KnownExposableProperties;
for(UProperty* Property : ExposablePropeties)
{
FName PropertyName = Property->GetFName();
BeginExposableNames.Remove(PropertyName);
if(!KnownExposableProperties.Contains(PropertyName))
{
// New property added to the target class
KnownExposableProperties.Add(PropertyName);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if(ExposedPropertyNames.Contains(PropertyName) && FBlueprintEditorUtils::PropertyStillExists(Property))
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
{
FEdGraphPinType PinType;
verify(Schema->ConvertPropertyToPinType(Property, PinType));
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, PinType, Property->GetFName());
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
NewPin->PinFriendlyName = Property->GetDisplayNameText();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
// Need to grab the default value for the property from the target generated class CDO
FString CDODefaultValueString;
uint8* ContainerPtr = reinterpret_cast<uint8*>(TargetClass->GetDefaultObject());
if(FBlueprintEditorUtils::PropertyValueToString(Property, ContainerPtr, CDODefaultValueString))
{
// If we successfully pulled a value, set it to the pin
Schema->TrySetDefaultValue(*NewPin, CDODefaultValueString);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
CustomizePinData(NewPin, PropertyName, INDEX_NONE);
}
}
// Remove any properties that no longer exist on the target class
for(FName& RemovedPropertyName : BeginExposableNames)
{
KnownExposableProperties.Remove(RemovedPropertyName);
}
}
void UAnimGraphNode_SubInstance::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
bool bRequiresNodeReconstruct = false;
UProperty* ChangedProperty = PropertyChangedEvent.Property;
if(ChangedProperty)
{
if(ChangedProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_SubInstance, InstanceClass))
{
bRequiresNodeReconstruct = true;
RebuildExposedProperties(*Node.InstanceClass);
}
}
if(bRequiresNodeReconstruct)
{
ReconstructNode();
}
}
void UAnimGraphNode_SubInstance::GetInstancePinProperty(const UClass* InOwnerInstanceClass, UEdGraphPin* InInputPin, UProperty*& OutProperty)
{
// The actual name of the instance property
FString FullName = GetPinTargetVariableName(InInputPin);
if(UProperty* Property = FindField<UProperty>(InOwnerInstanceClass, *FullName))
{
OutProperty = Property;
}
else
{
OutProperty = nullptr;
}
}
FString UAnimGraphNode_SubInstance::GetPinTargetVariableName(const UEdGraphPin* InPin) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
return TEXT("__SUBINSTANCE_") + InPin->PinName.ToString() + TEXT("_") + NodeGuid.ToString();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
}
void UAnimGraphNode_SubInstance::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
Super::CustomizeDetails(DetailBuilder);
// We dont allow multi-select here
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3363699 by Mike.Fricker VR Editor: Improved extensibility (for mesh editor) - This was merged from CL 3352612 and re-opened for edit before commit - All mesh editor changes were stripped before merging Change 3499858 by Matt.Kuhlenschmidt PR #3673: Fixed UE-36416 (Contributed by DarkSlot) Change 3499872 by Matt.Kuhlenschmidt PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann) Change 3499873 by Matt.Kuhlenschmidt Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for. Change 3501154 by Arciel.Rekman Fix incorrect RPATH. - Fixed LinuxToolChain to use FileItem instead of strings. - Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison. Change 3501337 by Arciel.Rekman Better fix for RPATH. - Ben Marsh's suggestion. Change 3502572 by Matt.Kuhlenschmidt PR #3693: Because "becuase" is spelled because (Contributed by getnamo) Change 3502731 by Matt.Kuhlenschmidt Guard against empty warning toasts #jira UE-46285 Change 3502788 by Matt.Kuhlenschmidt Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time Change 3503027 by Michael.Dupuis Optimized UpdateLayerUsageInformation Change 3503299 by Michael.Dupuis Fixed crash when having no layer info object Change 3504529 by Yannick.Lange Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it. Change 3504550 by Jamie.Dale Fixed/Improved DnD validation between Content Browsers Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths. #jira UE-45857 Change 3505369 by Alexis.Matte Make sure undo/redo transactions works for all fbx dialog options. #jira UE-43465 #jira UE-43569 Change 3505500 by Matt.Kuhlenschmidt Fix child usd meshes not importing properly. Change 3505645 by Arciel.Rekman Add USD support on Linux (UE-45383). #jira UE-45383 Change 3505658 by Arciel.Rekman USD: add CMake toolchain file I missed. Change 3506796 by Yannick.Lange Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY Change 3508082 by Alexis.Matte Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence. Change 3508855 by Max.Chen Add CanFindInContentBrowser to AssetEditorToolkit. False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset. #jira UE-46241 Change 3509282 by Bradut.Palas #jira UE-45337 Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly. Since the Actor would always point to the PIE world, the check was no longer needed. Change 3509298 by Nick.Darnell Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move. Change 3509313 by Bradut.Palas #jira UE-44630 As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list. Change 3509318 by Bradut.Palas #jira UE-1406 To fix the issue we simply close the Consolidate window if ListViewItems is empty. Change 3509402 by Nick.Darnell PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema) Change 3510447 by Arciel.Rekman ReplayProxy: changed protected to private. Change 3510467 by Max.Chen Property Editor: Disable color widget when editing is disabled. #jira UE-46331 Change 3511249 by Matt.Kuhlenschmidt PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI) Change 3511286 by Matt.Kuhlenschmidt Added ability to set properties from USD attributes when using scene import to import USD files. See UsdPropTestScene.usda for an example file of how this works Change 3511528 by Cody.Albert Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time Change 3512149 by Matt.Kuhlenschmidt Dont save non-dirty built data when playing PIE in a standalone process #jira UE-46422 Change 3512259 by Matt.Kuhlenschmidt Fix static analysis Change 3512291 by Matt.Kuhlenschmidt PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema) Change 3512911 by Matt.Kuhlenschmidt Fixed USD property setting crashing if the usd file contained an array with 0 elements. Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed Change 3513725 by Matt.Kuhlenschmidt PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL) Change 3514453 by Jamie.Dale Added a way to set the UEnum used by a UEnumProperty after using the default constructor This will assert if called on an instance that has already been initialized Change 3514858 by Alexis.Matte Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh. Change 3514875 by Matt.Kuhlenschmidt PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry) Change 3515859 by Bradut.Palas #jira UE-46516 The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does. Change 3515998 by Jamie.Dale Adding missing ) to some log messages Change 3517681 by Matt.Kuhlenschmidt Fix automated import not applying any texure settings to imported textures Change 3517703 by Nick.Darnell Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious. Change 3517737 by Nick.Darnell Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler Change 3517758 by Nick.Darnell UMG - Updating the retainer box categories and visibility. Change 3517795 by Nick.Darnell Slate - We now don't do inherited volatility if we're also caching. Change 3517861 by Matt.Kuhlenschmidt Update windows USD to .75 Change 3517867 by Matt.Kuhlenschmidt Delete OpenEXR from USD dependencies. It is no longer used Change 3517873 by Matt.Kuhlenschmidt Updated USD windows binaries Change 3517896 by Max.Chen Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent #jira UE-46669 Change 3518240 by Max.Chen Sequencer: Set needs update when binding. #jira UE-46619 Change 3518492 by Max.Chen Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing. #jira UE-45996, UE-45997 Change 3518997 by Max.Chen Fbx: Fix aperture width, height, focal length and field of view calculations. #jira UE-46754 Change 3520190 by Jamie.Dale Cleaned up SCC log spam when finding out-of-date dependencies Change 3520237 by Yannick.Lange VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active. Change 3520923 by Max.Chen Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated. #jira UE-46301 Change 3521212 by Matt.Kuhlenschmidt PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL) #jira UE-46821 Change 3521216 by Matt.Kuhlenschmidt PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx) #jira UE-46810 Change 3521221 by Matt.Kuhlenschmidt PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist) #jira UE-46683,UE-46714 Change 3521344 by Yannick.Lange Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID. #jira UE-46741 Change 3521825 by Joe.Graf #Xb1 Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h #CodeReview: ben.woodhouse Change 3522114 by Joe.Graf #Xb1 Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review #CodeReview: ben.woodhouse Change 3524202 by Matt.Kuhlenschmidt Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac. #jira UE-46653 Change 3524263 by Bradut.Palas #jira UE-46671 The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching. Change 3524265 by Bradut.Palas #jira UE-46261 Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client )) Solved by banning that specific use of the command. Change 3524266 by Bradut.Palas #jira UE-45592 The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons. Change 3524585 by Bradut.Palas Back out changelist 3524265 until I can figure out why the build system doesn't like it. Change 3525921 by Bradut.Palas Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR) Change 3526124 by Matt.Kuhlenschmidt Remvoe debug canvas proxy Change 3526139 by Matt.Kuhlenschmidt Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2 Change 3526663 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527028 by Cody.Albert Back out changelist 3526663 Change 3527241 by Cody.Albert Fixed sequencer bindings to correctly work on streamed level in standalone preview mode Change 3527829 by Max.Chen Fbx: Add static transform values to curve data import. #jira UE-46888 Change 3527830 by Max.Chen Sequencer: Import static/default transforms and camera focal lengths from fbx. #jira UE-46888 Change 3528768 by Matt.Kuhlenschmidt Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view. Change 3528776 by Yannick.Lange Allow thumbnails to be captured from a viewport always. #jira UE-45392 Change 3530675 by Michael.Dupuis #jira UE-46913 : Added extra validation to prevent possible crash Change 3530991 by Matt.Kuhlenschmidt Added ability for users to specifiy usd plugins for the USD importer Change 3531110 by Matt.Kuhlenschmidt Added automated import support for USD. Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level Change 3531119 by Matt.Kuhlenschmidt USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD Change 3531220 by Jamie.Dale Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices Change 3531831 by Cody.Albert BP nodes can no longer be renamed on read-only graphs. Change 3531938 by Yannick.Lange Enable setting justification at runtime for multi-line text boxes. #jira UE-44801 Change 3533011 by Matt.Kuhlenschmidt Exporting render targets now chooses PNG if the render target format is an LDR format Change 3533370 by Arciel.Rekman Fix comparison of the RT format. Change 3533717 by Nick.Darnell Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG. Change 3534756 by Arciel.Rekman Linux: add path to bundled GL headers. - Seems like we have been implicitly relying on it being added someplace else or simply present in the system. - Change by Cengiz.Terzibas Change 3535421 by Arciel.Rekman Reduce SCW logspam on Linux (UE-46634) #jira UE-46634 Change 3537520 by Matt.Kuhlenschmidt PR #3780: Fix typo steam to stream (Contributed by YuchenMei) Change 3537539 by Nick.Darnell UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion. Change 3537542 by Nick.Darnell UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable. Change 3537596 by Alexis.Matte Fbx SDK 2018.1.1 Integration #jira UE-45070 Change 3537672 by Matt.Kuhlenschmidt Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel. Change 3537796 by Alexis.Matte Make sure all general settings are persist when we re-import a staticmesh from fbx file. #jira UE-46829 Change 3537961 by Michael.Dupuis #jira UE-47222: Prevent possible crash in some bad drag & drop case Change 3538149 by Alexis.Matte Make sure we export NTB information instead of just the normal when exporting to fbx #jira UE-46785 Change 3538237 by Alexis.Matte Fix import of large fbx scene (over 2 Gb) pr #3784 #jira UE-47124 Change 3538270 by Lauren.Ridge Epic Friday: Preview scenes in material editors Change 3539707 by Yannick.Lange Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame. Change 3539964 by Lauren.Ridge Fix for cubemap not persisting between loads Change 3540321 by Arciel.Rekman Linux: CEF rebuilt with fewer dependencies (UE-46433). - Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically). - Change by Cengiz.Terzibas, polished by RCL. Change 3540458 by Alexis.Matte Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode. #jira UE-47199 Change 3540681 by Arciel.Rekman Linux: fix flickering (UE-46351) - redoing fix from 4.17 - Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later. #jira UE-46351 (Redoing the fix from CL 3538578 in 4.17). Change 3540838 by Matt.Kuhlenschmidt Fix locked actors still being moved by piloting them Change 3542212 by Nick.Darnell Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start. Change 3544033 by Arciel.Rekman Drop and deprecate /-prefixed commandline switches. - Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19. Change 3544213 by Nick.Darnell Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer. Change 3546113 by Nick.Darnell Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw. Change 3547129 by Michael.Trepka Few small changes that make UnrealBuildTool faster when running on Mono Change 3547454 by Jamie.Dale Added search to editable texts Change 3547460 by Jamie.Dale The output log now applies a search to its editable text when filtering This highlights the term matches on each line Change 3548177 by Jamie.Dale Optimized PO entry look-up Change 3548287 by Matt.Kuhlenschmidt Fix one off speedtree crash #jira UE-47538 Change 3548377 by Lauren.Ridge Checking that the Environment Map Path is set before trying to load it. #jira UE-47365 Change 3548628 by Matt.Kuhlenschmidt Fix focus graphic for tabs not pointing to the correct image Change 3549289 by Max.Chen Movie Scene Capture: Move window to within the desktop bounds when resizing. #jira UE-37330 Change 3549290 by Arciel.Rekman Fix hlslcc not working properly with newer clangs. - Both the clang 3.8+ problem and UB reported by UBSan. Change 3550573 by Max.Chen Sequencer: Track drag drop. Implement drag and drop onto a camera track, subscene track, and cinematic shot track. #jira UE-45773 #jira UE-45387 Change 3550729 by Max.Chen Sequence Recorder: Add interpolation and tangent settings for animation recording keys #jira UE-46146 Change 3551558 by Nick.Darnell UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher. #jira UE-39404 Change 3551671 by Joe.Graf Merged over the change to expose more of dormancy to Blueprints (UE-46240) Change 3551684 by Cody.Albert Removing some unused code from map check Change 3552673 by Yannick.Lange Fix crash select all levels with folders in the treewidget. Change 3552960 by Yannick.Lange Frontend filter for files referenced by any level in the project and a filter for not referenced by any level. #jira UE-22153 Change 3553727 by Max.Chen Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state. #jira UE-47693 Change 3553778 by Arciel.Rekman Cache check for compiler availability (UE-47699). - Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls. Change 3554128 by Matt.Kuhlenschmidt Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it Change 3554266 by Max.Chen Movie Scene Capture: Override cinematic mode in the movie scene capture. #jira UE-33473 Change 3555563 by Alexis.Matte Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize. #jira UE-47697 Change 3555755 by Yannick.Lange VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons. Change 3556334 by Matt.Kuhlenschmidt Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel Change 3558100 by Matt.Kuhlenschmidt PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist) Change 3558240 by Lauren.Ridge Move floor in material editor preview scene based on preview mesh Change 3558242 by Matt.Kuhlenschmidt Fix console variables help page showing only rendering cvars by default Change 3558243 by Matt.Kuhlenschmidt Fix static analysis Change 3558342 by Alexis.Matte Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case. Add a lot of animation sample rate automation tests #jira UE-47342 Change 3558515 by Yannick.Lange VR Editor: Changed icon for system and exit button on radial menu. Change 3558973 by Matt.Kuhlenschmidt Fix camera placement of the default map Change 3559230 by Arciel.Rekman Do not link CEF3 for servers (UE-47721). Change 3559572 by Arciel.Rekman Linux: make sure the engine is rebuilt during the updates. Change 3560197 by Arciel.Rekman Linux: cosmetic cleanup of an old code. Change 3560904 by Max.Chen Movie Scene Capture: Expose "Open Folder" hyperlink while capturing. Change 3561213 by Matt.Kuhlenschmidt Enable USD by default in QA game for testing Change 3561928 by Matt.Kuhlenschmidt Fix green glowing in the mateiral editor #jira UE-47826 Change 3562259 by Arciel.Rekman Made FPlatformMisc::DebugBreak() not inlined on Linux. - Saves a great deal of binary size without really impacting a performance. Change 3562630 by Arciel.Rekman Make Linux editor compilable with clang 5.0-rc1. Change 3563564 by Yannick.Lange Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one. #jira UE-47777 Change 3564529 by Jamie.Dale Const-correct UScriptStruct::ExportText Change 3564972 by Alexis.Matte Fix staticmesh merge applying build scale multiple time Git PR #3807 #jira UE-47645 Change 3565253 by Arciel.Rekman Fix "Anim to Play" being inaccessible after import (UE-47885). - The variable was not initialized and could remain false on Linux. #jira UE-47885 Change 3565293 by Jamie.Dale Merged "Categories" into the main Output Log filter list Change 3565939 by Alexis.Matte Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp Change 3566081 by Alexis.Matte Fix staticmesh merge applying scale twice PR #3807 #jira UE-47645 Change 3566232 by Matt.Kuhlenschmidt Fix edit inline properties not clipping properly #jira UE-47775 [CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
if(DetailBuilder.GetSelectedObjects().Num() > 1)
{
return;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
TArray<UProperty*> ExposableProperties;
GetExposableProperties(ExposableProperties);
if(ExposableProperties.Num() > 0)
{
IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Sub Instance Properties")));
for(UProperty* Property : ExposableProperties)
{
FDetailWidgetRow& WidgetRow = CategoryBuilder.AddCustomRow(FText::FromString(Property->GetName()));
FName PropertyName = Property->GetFName();
FText PropertyTypeText = GetPropertyTypeText(Property);
FFormatNamedArguments Args;
Args.Add(TEXT("PropertyName"), FText::FromName(PropertyName));
Args.Add(TEXT("PropertyType"), PropertyTypeText);
FText TooltipText = FText::Format(LOCTEXT("PropertyTooltipText", "{PropertyName}\nType: {PropertyType}"), Args);
WidgetRow.NameContent()
[
SNew(STextBlock)
.Text(FText::FromString(Property->GetName()))
.ToolTipText(TooltipText)
];
WidgetRow.ValueContent()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
[
SNew(STextBlock)
.Text(LOCTEXT("ExposePropertyValue", "Expose: "))
]
+SHorizontalBox::Slot()
[
SNew(SCheckBox)
.IsChecked_UObject(this, &UAnimGraphNode_SubInstance::IsPropertyExposed, PropertyName)
.OnCheckStateChanged_UObject(this, &UAnimGraphNode_SubInstance::OnPropertyExposeCheckboxChanged, PropertyName)
]
];
}
}
TSharedRef<IPropertyHandle> ClassHandle = DetailBuilder.GetProperty(TEXT("Node.InstanceClass"), GetClass());
if(ClassHandle->IsValidHandle())
{
ClassHandle->SetOnPropertyValueChanged(FSimpleDelegate::CreateUObject(this, &UAnimGraphNode_SubInstance::OnInstanceClassChanged, &DetailBuilder));
}
ClassHandle->MarkHiddenByCustomization();
IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Settings")));
FDetailWidgetRow& ClassWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("FilterString", "Instance Class"));
ClassWidgetRow.NameContent()
[
ClassHandle->CreatePropertyNameWidget()
];
ClassWidgetRow.ValueContent()
[
SNew(SObjectPropertyEntryBox)
.ObjectPath_UObject(this, &UAnimGraphNode_SubInstance::GetCurrentInstanceBlueprintPath)
.AllowedClass(UAnimBlueprint::StaticClass())
.NewAssetFactories(TArray<UFactory*>())
.OnShouldFilterAsset(FOnShouldFilterAsset::CreateUObject(this, &UAnimGraphNode_SubInstance::OnShouldFilterInstanceBlueprint))
.OnObjectChanged(FOnSetObject::CreateUObject(this, &UAnimGraphNode_SubInstance::OnSetInstanceBlueprint, ClassHandle))
];
}
FText UAnimGraphNode_SubInstance::GetPropertyTypeText(UProperty* Property)
{
FText PropertyTypeText;
if(UStructProperty* StructProperty = Cast<UStructProperty>(Property))
{
PropertyTypeText = StructProperty->Struct->GetDisplayNameText();
}
else if(UObjectProperty* ObjectProperty = Cast<UObjectProperty>(Property))
{
PropertyTypeText = ObjectProperty->PropertyClass->GetDisplayNameText();
}
else if(UClass* PropClass = Property->GetClass())
{
PropertyTypeText = PropClass->GetDisplayNameText();
}
else
{
PropertyTypeText = LOCTEXT("PropertyTypeUnknown", "Unknown");
}
return PropertyTypeText;
}
void UAnimGraphNode_SubInstance::RebuildExposedProperties(UClass* InNewClass)
{
ExposedPropertyNames.Empty();
KnownExposableProperties.Empty();
if(InNewClass)
{
TArray<UProperty*> ExposableProperties;
GetExposableProperties(ExposableProperties);
for(UProperty* Property : ExposableProperties)
{
KnownExposableProperties.Add(Property->GetFName());
}
}
}
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
bool UAnimGraphNode_SubInstance::HasInstanceLoop()
{
TArray<FGuid> VisitedList;
TArray<FGuid> CurrentStack;
return HasInstanceLoop_Recursive(this, VisitedList, CurrentStack);
}
bool UAnimGraphNode_SubInstance::HasInstanceLoop_Recursive(UAnimGraphNode_SubInstance* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack)
{
if(!VisitedNodes.Contains(CurrNode->NodeGuid))
{
VisitedNodes.Add(CurrNode->NodeGuid);
NodeStack.Add(CurrNode->NodeGuid);
if(UAnimBlueprint* AnimBP = Cast<UAnimBlueprint>(UBlueprint::GetBlueprintFromClass(CurrNode->Node.InstanceClass)))
{
// Check for cycles from other sub instance nodes
TArray<UEdGraph*> Graphs;
AnimBP->GetAllGraphs(Graphs);
for(UEdGraph* Graph : Graphs)
{
TArray<UAnimGraphNode_SubInstance*> SubInstanceNodes;
Graph->GetNodesOfClass(SubInstanceNodes);
for(UAnimGraphNode_SubInstance* SubInstanceNode : SubInstanceNodes)
{
// If we haven't visited this node, then check it for loops, otherwise if we're pointing to a previously visited node that is in the current instance stack we have a loop
if((!VisitedNodes.Contains(SubInstanceNode->NodeGuid) && HasInstanceLoop_Recursive(SubInstanceNode, VisitedNodes, NodeStack)) || NodeStack.Contains(SubInstanceNode->NodeGuid))
{
return true;
}
}
}
}
}
NodeStack.Remove(CurrNode->NodeGuid);
return false;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
ECheckBoxState UAnimGraphNode_SubInstance::IsPropertyExposed(FName PropertyName) const
{
return ExposedPropertyNames.Contains(PropertyName) ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
void UAnimGraphNode_SubInstance::OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName)
{
if(NewState == ECheckBoxState::Checked)
{
ExposedPropertyNames.AddUnique(PropertyName);
}
else if(NewState == ECheckBoxState::Unchecked)
{
ExposedPropertyNames.Remove(PropertyName);
}
ReconstructNode();
}
void UAnimGraphNode_SubInstance::OnInstanceClassChanged(IDetailLayoutBuilder* DetailBuilder)
{
if(DetailBuilder)
{
DetailBuilder->ForceRefreshDetails();
}
}
FString UAnimGraphNode_SubInstance::GetCurrentInstanceBlueprintPath() const
{
UClass* InstanceClass = *Node.InstanceClass;
if(InstanceClass)
{
UBlueprint* ActualBlueprint = UBlueprint::GetBlueprintFromClass(InstanceClass);
if(ActualBlueprint)
{
return ActualBlueprint->GetPathName();
}
}
return FString();
}
bool UAnimGraphNode_SubInstance::OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const
{
FAssetDataTagMapSharedView::FFindTagResult Result = AssetData.TagsAndValues.FindTag("TargetSkeleton");
if (Result.IsSet())
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
{
if (UAnimBlueprint* CurrentBlueprint = Cast<UAnimBlueprint>(GetBlueprint()))
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
{
FString TargetSkeletonName = FString::Printf(TEXT("%s'%s'"), *CurrentBlueprint->TargetSkeleton->GetClass()->GetName(), *CurrentBlueprint->TargetSkeleton->GetPathName());
return Result.GetValue() != TargetSkeletonName;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change 3026598 on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3029003 on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change 3029019 on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
}
}
return false;
}
void UAnimGraphNode_SubInstance::OnSetInstanceBlueprint(const FAssetData& AssetData, TSharedRef<IPropertyHandle> InstanceClassPropHandle)
{
if(UAnimBlueprint* Blueprint = Cast<UAnimBlueprint>(AssetData.GetAsset()))
{
FScopedTransaction Transaction(LOCTEXT("SetBP", "Set Instance Blueprint"));
Modify();
InstanceClassPropHandle->SetValue(Blueprint->GetAnimBlueprintGeneratedClass());
}
}
UObject* UAnimGraphNode_SubInstance::GetJumpTargetForDoubleClick() const
{
UClass* InstanceClass = *Node.InstanceClass;
if(InstanceClass)
{
return InstanceClass->ClassGeneratedBy;
}
return nullptr;
}
bool UAnimGraphNode_SubInstance::HasExternalDependencies(TArray<class UStruct*>* OptionalOutput /*= NULL*/) const
{
UClass* InstanceClassToUse = *Node.InstanceClass;
// Add our instance class... If that changes we need a recompile
if(InstanceClassToUse && OptionalOutput)
{
OptionalOutput->AddUnique(InstanceClassToUse);
}
bool bSuperResult = Super::HasExternalDependencies(OptionalOutput);
return InstanceClassToUse || bSuperResult;
}
void UAnimGraphNode_SubInstance::GetExposableProperties(TArray<UProperty*>& OutExposableProperties) const
{
OutExposableProperties.Empty();
UClass* TargetClass = *Node.InstanceClass;
if(TargetClass)
{
const UEdGraphSchema_K2* Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
for(TFieldIterator<UProperty> It(TargetClass, EFieldIteratorFlags::IncludeSuper); It; ++It)
{
UProperty* CurProperty = *It;
FEdGraphPinType PinType;
if(CurProperty->HasAllPropertyFlags(CPF_Edit | CPF_BlueprintVisible) && CurProperty->HasAllFlags(RF_Public) && Schema->ConvertPropertyToPinType(CurProperty, PinType))
{
OutExposableProperties.Add(CurProperty);
}
}
}
}
#undef LOCTEXT_NAMESPACE