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UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerPlayerManager.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
#include "GameplayDebuggerPlayerManager.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 "Engine/World.h"
#include "Components/InputComponent.h"
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
#include "GameplayDebuggerCategoryReplicator.h"
#include "GameplayDebuggerLocalController.h"
#include "Engine/DebugCameraController.h"
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
AGameplayDebuggerPlayerManager::AGameplayDebuggerPlayerManager(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bAllowTickOnDedicatedServer = true;
PrimaryActorTick.bTickEvenWhenPaused = true;
PrimaryActorTick.bStartWithTickEnabled = false;
PrimaryActorTick.TickInterval = 0.5f;
#if WITH_EDITOR
SetIsTemporarilyHiddenInEditor(true);
#endif
#if WITH_EDITORONLY_DATA
bHiddenEdLevel = true;
bHiddenEdLayer = true;
bHiddenEd = true;
bEditable = false;
#endif
bIsLocal = false;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
bInitialized = false;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
}
void AGameplayDebuggerPlayerManager::BeginPlay()
{
Super::BeginPlay();
UWorld* World = GetWorld();
const ENetMode NetMode = World->GetNetMode();
bHasAuthority = (NetMode != NM_Client);
bIsLocal = (NetMode != NM_DedicatedServer);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
bInitialized = true;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
if (bHasAuthority)
{
UpdateAuthReplicators();
SetActorTickEnabled(true);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
for (int32 Idx = 0; Idx < PendingRegistrations.Num(); Idx++)
{
RegisterReplicator(*PendingRegistrations[Idx]);
}
PendingRegistrations.Empty();
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
}
void AGameplayDebuggerPlayerManager::EndPlay(const EEndPlayReason::Type Reason)
{
Super::EndPlay(Reason);
for (int32 Idx = 0; Idx < PlayerData.Num(); Idx++)
{
FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (IsValid(TestData.Controller))
{
TestData.Controller->Cleanup();
TestData.Controller = nullptr;
}
}
}
void AGameplayDebuggerPlayerManager::TickActor(float DeltaTime, enum ELevelTick TickType, FActorTickFunction& ThisTickFunction)
{
Super::TickActor(DeltaTime, TickType, ThisTickFunction);
UpdateAuthReplicators();
};
void AGameplayDebuggerPlayerManager::UpdateAuthReplicators()
{
UWorld* World = GetWorld();
for (int32 Idx = PlayerData.Num() - 1; Idx >= 0; Idx--)
{
FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (!IsValid(TestData.Replicator) || !IsValid(TestData.Replicator->GetReplicationOwner()))
{
if (IsValid(TestData.Replicator))
{
World->DestroyActor(TestData.Replicator);
}
if (IsValid(TestData.Controller))
{
TestData.Controller->Cleanup();
}
PlayerData.RemoveAt(Idx, 1, false);
}
}
for (FConstPlayerControllerIterator It = World->GetPlayerControllerIterator(); It; It++)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
APlayerController* TestPC = It->Get();
if (TestPC && !TestPC->IsA<ADebugCameraController>())
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
{
const bool bNeedsReplicator = (GetReplicator(*TestPC) == nullptr);
if (bNeedsReplicator)
{
AGameplayDebuggerCategoryReplicator* Replicator = World->SpawnActorDeferred<AGameplayDebuggerCategoryReplicator>(AGameplayDebuggerCategoryReplicator::StaticClass(), FTransform::Identity);
Replicator->SetReplicatorOwner(TestPC);
Replicator->FinishSpawning(FTransform::Identity, true);
}
}
}
PrimaryActorTick.TickInterval = PlayerData.Num() ? 5.0f : 0.5f;
}
void AGameplayDebuggerPlayerManager::RegisterReplicator(AGameplayDebuggerCategoryReplicator& Replicator)
{
APlayerController* OwnerPC = Replicator.GetReplicationOwner();
if (OwnerPC == nullptr)
{
return;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change 2957866 on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change 2964098 on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
if (!bInitialized)
{
PendingRegistrations.Add(&Replicator);
return;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
// keep all player related objects together for easy access and GC
FGameplayDebuggerPlayerData NewData;
NewData.Replicator = &Replicator;
if (bIsLocal)
{
NewData.InputComponent = NewObject<UInputComponent>(OwnerPC, TEXT("GameplayDebug_Input"));
NewData.InputComponent->Priority = -1;
NewData.Controller = NewObject<UGameplayDebuggerLocalController>(OwnerPC, TEXT("GameplayDebug_Controller"));
NewData.Controller->Initialize(Replicator, *this);
NewData.Controller->BindInput(*NewData.InputComponent);
OwnerPC->PushInputComponent(NewData.InputComponent);
}
else
{
NewData.Controller = nullptr;
NewData.InputComponent = nullptr;
}
PlayerData.Add(NewData);
}
void AGameplayDebuggerPlayerManager::RefreshInputBindings(AGameplayDebuggerCategoryReplicator& Replicator)
{
for (int32 Idx = 0; Idx < PlayerData.Num(); Idx++)
{
FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (TestData.Replicator == &Replicator)
{
TestData.InputComponent->ClearActionBindings();
TestData.InputComponent->ClearBindingValues();
TestData.InputComponent->KeyBindings.Empty();
TestData.Controller->BindInput(*TestData.InputComponent);
}
}
}
AGameplayDebuggerCategoryReplicator* AGameplayDebuggerPlayerManager::GetReplicator(const APlayerController& OwnerPC) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
const FGameplayDebuggerPlayerData* DataPtr = GetPlayerData(OwnerPC);
return DataPtr ? DataPtr->Replicator : nullptr;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
}
UInputComponent* AGameplayDebuggerPlayerManager::GetInputComponent(const APlayerController& OwnerPC) const
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
{
const FGameplayDebuggerPlayerData* DataPtr = GetPlayerData(OwnerPC);
return DataPtr ? DataPtr->InputComponent : nullptr;
}
UGameplayDebuggerLocalController* AGameplayDebuggerPlayerManager::GetLocalController(const APlayerController& OwnerPC) const
{
const FGameplayDebuggerPlayerData* DataPtr = GetPlayerData(OwnerPC);
return DataPtr ? DataPtr->Controller : nullptr;
}
const FGameplayDebuggerPlayerData* AGameplayDebuggerPlayerManager::GetPlayerData(const APlayerController& OwnerPC) const
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
{
for (int32 Idx = 0; Idx < PlayerData.Num(); Idx++)
{
const FGameplayDebuggerPlayerData& TestData = PlayerData[Idx];
if (TestData.Replicator && TestData.Replicator->GetReplicationOwner() == &OwnerPC)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
return &TestData;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
}
}
return nullptr;
}