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

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_Constraint.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#include "Kismet2/CompilerResultsLog.h"
#include "AnimNodeEditModes.h"
#include "Animation/AnimInstance.h"
#include "Components/SkeletalMeshComponent.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_Constraint
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3537446) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3491514 by Jonathan.Poncelet Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units. Change 3495025 by Jonathan.Poncelet Back out changelist 3491514 "Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units." Change 3505086 by Danny.Bouimad Updating test content in TM-AnimPhys and TM-TangentNormals Change 3505375 by James.Cobbett Automating Settle test map Change 3505714 by Lina.Halper Add more descriptive pin name and node text for constraint node #jira: UE-45895 #rb: Ori.Cohen Change 3505731 by Lina.Halper 1. Renamed FTargetReference to FBoneSocketTarget - this allows users to choose either bone or socket as a target. 2. Two Bone IK refactor to use FBoneSocketTarget - Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone - Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget - Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this. 3. FABRIK refactor to use FBoneSocketTarget #code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen #rb: Laurent.Delayen Change 3505770 by Lina.Halper IK automation test #jira: UE-46250 Change 3506369 by Lina.Halper Fix initialization order issue #rb:none #rnx Change 3506697 by Martin.Wilson Fix root motion when using ForceAnimRate's of more than 1 #jira UE-39021 Change 3506765 by Lina.Halper It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead. #jira: UE-45871 #rb: Martin.Wilson Change 3506787 by Ori.Cohen Added single threaded physx tasks stats using "stat PhysXTasks" Change 3506803 by Ori.Cohen Turn off debug code which was submitted by accident Change 3506840 by Jurre.deBaare Fix for automation vertex-color warning Change 3506917 by Danny.Bouimad Checking in Edits made to AnimBP Constraint Content Change 3507045 by James.Cobbett Submitting final Settle test map updates Change 3509208 by Danny.Bouimad Checking in content changes for TM-SuspendCloth Change 3509235 by James.Cobbett Deleting Settle test map from QAGame - now lives in EngineTest Change 3509935 by Lina.Halper One customization tree for supporting Bone and Socket : you can just use FBoneSocketTarget and that will allow displaying sockets also #jira: UE-45778 #rb: Thomas.Sarkanen #code review:Thomas.Sarkanen Change 3511250 by Martin.Wilson Fix crash when performing drag operations in the notify track window #jira UE-46420 Change 3511397 by Thomas.Sarkanen Asset reloading now defers re-opening asset editors until post-GC phase This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI. #jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset Change 3512849 by Aaron.McLeran #jira UE-46576 Fixing granulator loading multiple sound waves Change 3513414 by James.Cobbett Fixing destructible test map Change 3513588 by Benn.Gallagher Clothing LOD improvements - Added full pipeline for adding LODs to clothing assets in editor - Added methods for mapping parameters between masks on meshes with differing topology - Fixed a few UI bugs Change 3513599 by Benn.Gallagher Missed files from last checkin Change 3513920 by Martin.Wilson Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling) Change 3515400 by Aaron.McLeran #jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device. Change 3515495 by Joe.Conley Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly. Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry. Change 3515641 by Benn.Gallagher CIS fix for game builds Change 3516817 by Aaron.McLeran Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues. Change 3516853 by Aaron.McLeran Slight optimization in converting proc audio buffer to 16 bit PCM. Change 3517525 by Jonathan.Poncelet Fix comment for FName operator!= Change 3517826 by James.Cobbett Test files for bug UE-46719 Change 3518049 by James.Cobbett Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test. Change 3518185 by Ori.Cohen Fix merge error as reported by NVIDIA Change 3518711 by Ethan.Geller Integrating fix for switch crash on load level. Change 3518720 by Ethan.Geller Back out changelist 3518711 Change 3519040 by Aaron.McLeran Simple feature to add attack/decay interpolation times for focus feature to avoid fast focus/out-of-focus volume scaling. Change 3519972 by James.Golding Fix constructor order for FSoundAttenuationSettings to fix CIS Change 3520141 by Martin.Wilson Make retarget assets are no longer assets but blueprints instead. Add blueprint function for remap asset to allow blueprints to transform bone names #jira UEAP-235 Change 3520568 by Martin.Wilson CIS fix Change 3520677 by Benn.Gallagher Added ability to rename clothing assets after creation Change 3520727 by Benn.Gallagher Removed unecessary header for asset list Change 3520791 by Martin.Wilson Fix multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick Change 3521069 by Jurre.deBaare Merging an actor with recompute normal and Overlapping UVs causes the normals generate incorrectly #fix old code path was causing normals to be recompute when it wasn't required causing the smooth normals on the issueing asset #jira UE-46806 Change 3521070 by Jurre.deBaare Ensure occurs when performing a Bake Out Material on Cube #fix Make sure that we update the Material data used for texture streaming when adding/changing materials during material baking #jira UE-46807 Change 3521142 by Jurre.deBaare Bake Material large Texture size crash #fix Added clamping to baked out material texture sizes in all occurences (GetMax2DTextureDimension()) #jira UE-46808 Change 3523294 by Aaron.McLeran Resetting available byte count when resetting the procedural sound wave Change 3523297 by Aaron.McLeran Adding thread safe mode for plugin interface shared ptrs. Change 3524153 by Jurre.deBaare Issue where new blend space samples list in detailsview would not regenerate blendspace sampling #fix Unified what happens when you change the grid sample value (this issue also caused undo/redo not to work with these numeric boxes) Change 3524154 by Jurre.deBaare Advanced preview tool tip in BlendSpace editor has different behaviour when grid doesn't have focus, and broke the sample dragging functionality. #fix Undid some added state cleanup code which actually was invalid to do, and made sure the CTRL down isn't a toggle but a constant state Change 3524282 by Thomas.Sarkanen Fixed OculusAudio in line with new API Post-Main merge fixup Change 3524348 by Thomas.Sarkanen Merging using Dev-Physics-Upgrade_PhysX3_To_Dev-AnimPhys_PhysX Original CL 3521358: [From trunk] 22410436 [Px-1090]PCm sphere convex jittering in UE4 [Reviewer: Kier] p4rmerge of Change 22415420 by sschirm from e:\P4\dev1\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4\Mirror_scripts\patch/cl-22415420.p4r moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4/Mirror/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX3/ #jira UE-46668 - PCM still has stability issues Change 3524541 by Jurre.deBaare Disabled material baking automated tests for now #jira UE-46510 Change 3524684 by Jurre.deBaare If you paste a invalid name into Bones to Remove and hit apply the editor will crash #fix did not check for INDEX_NONE or NAME_NONE bones when retrieving bone indices #jira UE-46830 Change 3525244 by Ori.Cohen Added the ability to verify the DDC content is not stale. Systems have to opt in (-VerifyDDC) Change 3525248 by Ori.Cohen Physx DDC will now run with verify ddc. Also fixed bad key which was missing the complexity type of body setup Change 3525263 by Ori.Cohen Fix typo with printf Change 3525279 by Ori.Cohen Fix CIS Change 3525478 by Ethan.Geller Adding memory aligned audio buffer support Change 3525688 by Aaron.McLeran Removing unnecessary code Change 3526391 by Benn.Gallagher Clothing optimization pass, mainly removing allocations and precaching some skin information. 10% Overall non-gamethread time reduction, gamethread sync completion task time halved. #jira UEAP-197 Change 3526454 by Benn.Gallagher CIS fix Change 3526919 by Chad.Garyet adding verifyddc flag to automated tests Change 3527006 by Lina.Halper Fix crash with blendspace sample value change - Matt also fixed undo transaction, queuing every move vs only final value - Matt fixed property changed to send interactive or not paramger, so that it doens't call object changed for every single move #jira: UE-46929 #rb: Matt.Kuhlenschmidt #code review: Jurre.DeBaare, Matt.Kuhlenschmidt Change 3528684 by Benn.Gallagher Static analysis fix, excessive statement left to signal reasons clothing assets would invalidate their caches triggered SA fail. Change 3528687 by Benn.Gallagher CIS Fix, method definition outside of declaration #if block. Change 3528890 by Ori.Cohen Fix false negative with PIE and verify DDC Change 3528899 by Martin.Wilson Smart name refactor part 1 - Changed FindUID api to return UID rather than pointer to UID, fix code in Orion that was caching a pointer to internal TMap allocated memory. #jira UEAP-264 Change 3530148 by Aaron.McLeran Making check for Supporting multiple audio devices only happen in editor builds. Change 3530519 by Jonathan.Poncelet Deprecated original angular physics functions in preference of a consistent API, using degrees vs. radians Functions are now suffixed "InDegrees" or "InRadians", to make it obvious which are used. The deprecated functions now call whichever degrees or radians counterpart is needed. FBodyInstance now works entirely in radians, to avoid unnecessary conversions. Automated tests have been added to verify behaviour. #jira UE-39757 Torque and angular velocity are inconsistent Change 3530943 by Benn.Gallagher Fixed clothing shader model automation test. #jira UE-47052 Change 3530993 by Thomas.Sarkanen Merging using Dev-Rendering_To_Dev-AnimPhys from CL 3512333. Converting integrates to edits. Oiriginal CL desc: Texture source data is not released anymore in WillNeverCacheCookedPlatformDataAgain(). This prevents an issue where texture referenced through CompositeTexture have no source data available. This doesn't affect peak memory so much as texture loaded with AllowAsyncLoading already release their temporary load data. #jira UE-47083 - Cook Odin fails with LogTexture: Error: Unable to get texture source mips because its bulk data was released. Change 3536312 by Chad.Garyet adding verifyddc into the automatedtestbuild xml Change 3537375 by James.Golding Merge Ocean GC crash fix (OCN-7666) from CL 3512485 #jira UE-47211 DONE! [CL 3537460 by Thomas Sarkanen in Main branch]
2017-07-14 06:36:47 -04:00
#define LOCTEXT_NAMESPACE "UAnimGraphNode_Constraint"
/* Utility function that gives transform type string for UI */
//////////////////////////////////////////////////
FString GetTransformTypeString(const ETransformConstraintType& TransformType, bool bSimple = false)
{
switch (TransformType)
{
case ETransformConstraintType::Parent:
return (bSimple) ? TEXT("P") : TEXT("Parent");
case ETransformConstraintType::Translation:
return (bSimple) ? TEXT("T") : TEXT("Translation");
case ETransformConstraintType::Rotation:
return (bSimple) ? TEXT("R") : TEXT("Rotation");
case ETransformConstraintType::Scale:
return (bSimple) ? TEXT("S") : TEXT("Scale");
}
return (bSimple) ? TEXT("U") : TEXT("Unknown");
};
//////////////////////////////////////////////////////
UAnimGraphNode_Constraint::UAnimGraphNode_Constraint(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimGraphNode_Constraint::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
if (ForSkeleton->GetReferenceSkeleton().FindBoneIndex(Node.BoneToModify.BoneName) == INDEX_NONE)
{
if (Node.BoneToModify.BoneName == NAME_None)
{
MessageLog.Warning(*LOCTEXT("NoBoneSelectedToModify", "@@ - You must pick a bone to modify").ToString(), this);
}
else
{
FFormatNamedArguments Args;
Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneToModify.BoneName));
FText Msg = FText::Format(LOCTEXT("NoBoneFoundToModify", "@@ - Bone {BoneName} not found in Skeleton"), Args);
MessageLog.Warning(*Msg.ToString(), this);
}
}
float OverallWeight = 0.f;
for (UEdGraphPin* Pin : Pins)
{
if (Pin->GetName().StartsWith(TEXT("ConstraintWeights")))
{
OverallWeight += FCString::Atof(*(Pin->DefaultValue));
}
}
if (Node.ConstraintWeights.Num() > 0 && !FMath::IsNearlyEqual(OverallWeight, 1.f, ZERO_ANIMWEIGHT_THRESH * float(Node.ConstraintWeights.Num())))
{
MessageLog.Note(*LOCTEXT("WeightsDontSumToOne", "@@ - The weights don't add up to 1.0").ToString(), this);
}
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
}
FText UAnimGraphNode_Constraint::GetControllerDescription() const
{
return LOCTEXT("Constraint", "Constraint");
}
FText UAnimGraphNode_Constraint::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_Constraint_Tooltip", "Constraint to another joint per transform component");
}
FText UAnimGraphNode_Constraint::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3537446) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3491514 by Jonathan.Poncelet Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units. Change 3495025 by Jonathan.Poncelet Back out changelist 3491514 "Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units." Change 3505086 by Danny.Bouimad Updating test content in TM-AnimPhys and TM-TangentNormals Change 3505375 by James.Cobbett Automating Settle test map Change 3505714 by Lina.Halper Add more descriptive pin name and node text for constraint node #jira: UE-45895 #rb: Ori.Cohen Change 3505731 by Lina.Halper 1. Renamed FTargetReference to FBoneSocketTarget - this allows users to choose either bone or socket as a target. 2. Two Bone IK refactor to use FBoneSocketTarget - Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone - Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget - Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this. 3. FABRIK refactor to use FBoneSocketTarget #code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen #rb: Laurent.Delayen Change 3505770 by Lina.Halper IK automation test #jira: UE-46250 Change 3506369 by Lina.Halper Fix initialization order issue #rb:none #rnx Change 3506697 by Martin.Wilson Fix root motion when using ForceAnimRate's of more than 1 #jira UE-39021 Change 3506765 by Lina.Halper It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead. #jira: UE-45871 #rb: Martin.Wilson Change 3506787 by Ori.Cohen Added single threaded physx tasks stats using "stat PhysXTasks" Change 3506803 by Ori.Cohen Turn off debug code which was submitted by accident Change 3506840 by Jurre.deBaare Fix for automation vertex-color warning Change 3506917 by Danny.Bouimad Checking in Edits made to AnimBP Constraint Content Change 3507045 by James.Cobbett Submitting final Settle test map updates Change 3509208 by Danny.Bouimad Checking in content changes for TM-SuspendCloth Change 3509235 by James.Cobbett Deleting Settle test map from QAGame - now lives in EngineTest Change 3509935 by Lina.Halper One customization tree for supporting Bone and Socket : you can just use FBoneSocketTarget and that will allow displaying sockets also #jira: UE-45778 #rb: Thomas.Sarkanen #code review:Thomas.Sarkanen Change 3511250 by Martin.Wilson Fix crash when performing drag operations in the notify track window #jira UE-46420 Change 3511397 by Thomas.Sarkanen Asset reloading now defers re-opening asset editors until post-GC phase This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI. #jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset Change 3512849 by Aaron.McLeran #jira UE-46576 Fixing granulator loading multiple sound waves Change 3513414 by James.Cobbett Fixing destructible test map Change 3513588 by Benn.Gallagher Clothing LOD improvements - Added full pipeline for adding LODs to clothing assets in editor - Added methods for mapping parameters between masks on meshes with differing topology - Fixed a few UI bugs Change 3513599 by Benn.Gallagher Missed files from last checkin Change 3513920 by Martin.Wilson Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling) Change 3515400 by Aaron.McLeran #jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device. Change 3515495 by Joe.Conley Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly. Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry. Change 3515641 by Benn.Gallagher CIS fix for game builds Change 3516817 by Aaron.McLeran Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues. Change 3516853 by Aaron.McLeran Slight optimization in converting proc audio buffer to 16 bit PCM. Change 3517525 by Jonathan.Poncelet Fix comment for FName operator!= Change 3517826 by James.Cobbett Test files for bug UE-46719 Change 3518049 by James.Cobbett Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test. Change 3518185 by Ori.Cohen Fix merge error as reported by NVIDIA Change 3518711 by Ethan.Geller Integrating fix for switch crash on load level. Change 3518720 by Ethan.Geller Back out changelist 3518711 Change 3519040 by Aaron.McLeran Simple feature to add attack/decay interpolation times for focus feature to avoid fast focus/out-of-focus volume scaling. Change 3519972 by James.Golding Fix constructor order for FSoundAttenuationSettings to fix CIS Change 3520141 by Martin.Wilson Make retarget assets are no longer assets but blueprints instead. Add blueprint function for remap asset to allow blueprints to transform bone names #jira UEAP-235 Change 3520568 by Martin.Wilson CIS fix Change 3520677 by Benn.Gallagher Added ability to rename clothing assets after creation Change 3520727 by Benn.Gallagher Removed unecessary header for asset list Change 3520791 by Martin.Wilson Fix multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick Change 3521069 by Jurre.deBaare Merging an actor with recompute normal and Overlapping UVs causes the normals generate incorrectly #fix old code path was causing normals to be recompute when it wasn't required causing the smooth normals on the issueing asset #jira UE-46806 Change 3521070 by Jurre.deBaare Ensure occurs when performing a Bake Out Material on Cube #fix Make sure that we update the Material data used for texture streaming when adding/changing materials during material baking #jira UE-46807 Change 3521142 by Jurre.deBaare Bake Material large Texture size crash #fix Added clamping to baked out material texture sizes in all occurences (GetMax2DTextureDimension()) #jira UE-46808 Change 3523294 by Aaron.McLeran Resetting available byte count when resetting the procedural sound wave Change 3523297 by Aaron.McLeran Adding thread safe mode for plugin interface shared ptrs. Change 3524153 by Jurre.deBaare Issue where new blend space samples list in detailsview would not regenerate blendspace sampling #fix Unified what happens when you change the grid sample value (this issue also caused undo/redo not to work with these numeric boxes) Change 3524154 by Jurre.deBaare Advanced preview tool tip in BlendSpace editor has different behaviour when grid doesn't have focus, and broke the sample dragging functionality. #fix Undid some added state cleanup code which actually was invalid to do, and made sure the CTRL down isn't a toggle but a constant state Change 3524282 by Thomas.Sarkanen Fixed OculusAudio in line with new API Post-Main merge fixup Change 3524348 by Thomas.Sarkanen Merging using Dev-Physics-Upgrade_PhysX3_To_Dev-AnimPhys_PhysX Original CL 3521358: [From trunk] 22410436 [Px-1090]PCm sphere convex jittering in UE4 [Reviewer: Kier] p4rmerge of Change 22415420 by sschirm from e:\P4\dev1\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4\Mirror_scripts\patch/cl-22415420.p4r moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4/Mirror/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX3/ #jira UE-46668 - PCM still has stability issues Change 3524541 by Jurre.deBaare Disabled material baking automated tests for now #jira UE-46510 Change 3524684 by Jurre.deBaare If you paste a invalid name into Bones to Remove and hit apply the editor will crash #fix did not check for INDEX_NONE or NAME_NONE bones when retrieving bone indices #jira UE-46830 Change 3525244 by Ori.Cohen Added the ability to verify the DDC content is not stale. Systems have to opt in (-VerifyDDC) Change 3525248 by Ori.Cohen Physx DDC will now run with verify ddc. Also fixed bad key which was missing the complexity type of body setup Change 3525263 by Ori.Cohen Fix typo with printf Change 3525279 by Ori.Cohen Fix CIS Change 3525478 by Ethan.Geller Adding memory aligned audio buffer support Change 3525688 by Aaron.McLeran Removing unnecessary code Change 3526391 by Benn.Gallagher Clothing optimization pass, mainly removing allocations and precaching some skin information. 10% Overall non-gamethread time reduction, gamethread sync completion task time halved. #jira UEAP-197 Change 3526454 by Benn.Gallagher CIS fix Change 3526919 by Chad.Garyet adding verifyddc flag to automated tests Change 3527006 by Lina.Halper Fix crash with blendspace sample value change - Matt also fixed undo transaction, queuing every move vs only final value - Matt fixed property changed to send interactive or not paramger, so that it doens't call object changed for every single move #jira: UE-46929 #rb: Matt.Kuhlenschmidt #code review: Jurre.DeBaare, Matt.Kuhlenschmidt Change 3528684 by Benn.Gallagher Static analysis fix, excessive statement left to signal reasons clothing assets would invalidate their caches triggered SA fail. Change 3528687 by Benn.Gallagher CIS Fix, method definition outside of declaration #if block. Change 3528890 by Ori.Cohen Fix false negative with PIE and verify DDC Change 3528899 by Martin.Wilson Smart name refactor part 1 - Changed FindUID api to return UID rather than pointer to UID, fix code in Orion that was caching a pointer to internal TMap allocated memory. #jira UEAP-264 Change 3530148 by Aaron.McLeran Making check for Supporting multiple audio devices only happen in editor builds. Change 3530519 by Jonathan.Poncelet Deprecated original angular physics functions in preference of a consistent API, using degrees vs. radians Functions are now suffixed "InDegrees" or "InRadians", to make it obvious which are used. The deprecated functions now call whichever degrees or radians counterpart is needed. FBodyInstance now works entirely in radians, to avoid unnecessary conversions. Automated tests have been added to verify behaviour. #jira UE-39757 Torque and angular velocity are inconsistent Change 3530943 by Benn.Gallagher Fixed clothing shader model automation test. #jira UE-47052 Change 3530993 by Thomas.Sarkanen Merging using Dev-Rendering_To_Dev-AnimPhys from CL 3512333. Converting integrates to edits. Oiriginal CL desc: Texture source data is not released anymore in WillNeverCacheCookedPlatformDataAgain(). This prevents an issue where texture referenced through CompositeTexture have no source data available. This doesn't affect peak memory so much as texture loaded with AllowAsyncLoading already release their temporary load data. #jira UE-47083 - Cook Odin fails with LogTexture: Error: Unable to get texture source mips because its bulk data was released. Change 3536312 by Chad.Garyet adding verifyddc into the automatedtestbuild xml Change 3537375 by James.Golding Merge Ocean GC crash fix (OCN-7666) from CL 3512485 #jira UE-47211 DONE! [CL 3537460 by Thomas Sarkanen in Main branch]
2017-07-14 06:36:47 -04:00
// get simple transform type
auto GetSimpleTransformString = [this]() -> FString
{
FString Ret;
for (const FConstraint& Constraint : Node.ConstraintSetup)
{
Ret += GetTransformTypeString(Constraint.TransformType, true);
}
return Ret;
};
if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.BoneToModify.BoneName == NAME_None))
{
return GetControllerDescription();
}
else
{
FFormatNamedArguments Args;
Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneToModify.BoneName));
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3537446) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3491514 by Jonathan.Poncelet Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units. Change 3495025 by Jonathan.Poncelet Back out changelist 3491514 "Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units." Change 3505086 by Danny.Bouimad Updating test content in TM-AnimPhys and TM-TangentNormals Change 3505375 by James.Cobbett Automating Settle test map Change 3505714 by Lina.Halper Add more descriptive pin name and node text for constraint node #jira: UE-45895 #rb: Ori.Cohen Change 3505731 by Lina.Halper 1. Renamed FTargetReference to FBoneSocketTarget - this allows users to choose either bone or socket as a target. 2. Two Bone IK refactor to use FBoneSocketTarget - Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone - Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget - Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this. 3. FABRIK refactor to use FBoneSocketTarget #code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen #rb: Laurent.Delayen Change 3505770 by Lina.Halper IK automation test #jira: UE-46250 Change 3506369 by Lina.Halper Fix initialization order issue #rb:none #rnx Change 3506697 by Martin.Wilson Fix root motion when using ForceAnimRate's of more than 1 #jira UE-39021 Change 3506765 by Lina.Halper It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead. #jira: UE-45871 #rb: Martin.Wilson Change 3506787 by Ori.Cohen Added single threaded physx tasks stats using "stat PhysXTasks" Change 3506803 by Ori.Cohen Turn off debug code which was submitted by accident Change 3506840 by Jurre.deBaare Fix for automation vertex-color warning Change 3506917 by Danny.Bouimad Checking in Edits made to AnimBP Constraint Content Change 3507045 by James.Cobbett Submitting final Settle test map updates Change 3509208 by Danny.Bouimad Checking in content changes for TM-SuspendCloth Change 3509235 by James.Cobbett Deleting Settle test map from QAGame - now lives in EngineTest Change 3509935 by Lina.Halper One customization tree for supporting Bone and Socket : you can just use FBoneSocketTarget and that will allow displaying sockets also #jira: UE-45778 #rb: Thomas.Sarkanen #code review:Thomas.Sarkanen Change 3511250 by Martin.Wilson Fix crash when performing drag operations in the notify track window #jira UE-46420 Change 3511397 by Thomas.Sarkanen Asset reloading now defers re-opening asset editors until post-GC phase This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI. #jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset Change 3512849 by Aaron.McLeran #jira UE-46576 Fixing granulator loading multiple sound waves Change 3513414 by James.Cobbett Fixing destructible test map Change 3513588 by Benn.Gallagher Clothing LOD improvements - Added full pipeline for adding LODs to clothing assets in editor - Added methods for mapping parameters between masks on meshes with differing topology - Fixed a few UI bugs Change 3513599 by Benn.Gallagher Missed files from last checkin Change 3513920 by Martin.Wilson Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling) Change 3515400 by Aaron.McLeran #jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device. Change 3515495 by Joe.Conley Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly. Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry. Change 3515641 by Benn.Gallagher CIS fix for game builds Change 3516817 by Aaron.McLeran Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues. Change 3516853 by Aaron.McLeran Slight optimization in converting proc audio buffer to 16 bit PCM. Change 3517525 by Jonathan.Poncelet Fix comment for FName operator!= Change 3517826 by James.Cobbett Test files for bug UE-46719 Change 3518049 by James.Cobbett Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test. Change 3518185 by Ori.Cohen Fix merge error as reported by NVIDIA Change 3518711 by Ethan.Geller Integrating fix for switch crash on load level. Change 3518720 by Ethan.Geller Back out changelist 3518711 Change 3519040 by Aaron.McLeran Simple feature to add attack/decay interpolation times for focus feature to avoid fast focus/out-of-focus volume scaling. Change 3519972 by James.Golding Fix constructor order for FSoundAttenuationSettings to fix CIS Change 3520141 by Martin.Wilson Make retarget assets are no longer assets but blueprints instead. Add blueprint function for remap asset to allow blueprints to transform bone names #jira UEAP-235 Change 3520568 by Martin.Wilson CIS fix Change 3520677 by Benn.Gallagher Added ability to rename clothing assets after creation Change 3520727 by Benn.Gallagher Removed unecessary header for asset list Change 3520791 by Martin.Wilson Fix multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick Change 3521069 by Jurre.deBaare Merging an actor with recompute normal and Overlapping UVs causes the normals generate incorrectly #fix old code path was causing normals to be recompute when it wasn't required causing the smooth normals on the issueing asset #jira UE-46806 Change 3521070 by Jurre.deBaare Ensure occurs when performing a Bake Out Material on Cube #fix Make sure that we update the Material data used for texture streaming when adding/changing materials during material baking #jira UE-46807 Change 3521142 by Jurre.deBaare Bake Material large Texture size crash #fix Added clamping to baked out material texture sizes in all occurences (GetMax2DTextureDimension()) #jira UE-46808 Change 3523294 by Aaron.McLeran Resetting available byte count when resetting the procedural sound wave Change 3523297 by Aaron.McLeran Adding thread safe mode for plugin interface shared ptrs. Change 3524153 by Jurre.deBaare Issue where new blend space samples list in detailsview would not regenerate blendspace sampling #fix Unified what happens when you change the grid sample value (this issue also caused undo/redo not to work with these numeric boxes) Change 3524154 by Jurre.deBaare Advanced preview tool tip in BlendSpace editor has different behaviour when grid doesn't have focus, and broke the sample dragging functionality. #fix Undid some added state cleanup code which actually was invalid to do, and made sure the CTRL down isn't a toggle but a constant state Change 3524282 by Thomas.Sarkanen Fixed OculusAudio in line with new API Post-Main merge fixup Change 3524348 by Thomas.Sarkanen Merging using Dev-Physics-Upgrade_PhysX3_To_Dev-AnimPhys_PhysX Original CL 3521358: [From trunk] 22410436 [Px-1090]PCm sphere convex jittering in UE4 [Reviewer: Kier] p4rmerge of Change 22415420 by sschirm from e:\P4\dev1\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4\Mirror_scripts\patch/cl-22415420.p4r moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4/Mirror/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX3/ #jira UE-46668 - PCM still has stability issues Change 3524541 by Jurre.deBaare Disabled material baking automated tests for now #jira UE-46510 Change 3524684 by Jurre.deBaare If you paste a invalid name into Bones to Remove and hit apply the editor will crash #fix did not check for INDEX_NONE or NAME_NONE bones when retrieving bone indices #jira UE-46830 Change 3525244 by Ori.Cohen Added the ability to verify the DDC content is not stale. Systems have to opt in (-VerifyDDC) Change 3525248 by Ori.Cohen Physx DDC will now run with verify ddc. Also fixed bad key which was missing the complexity type of body setup Change 3525263 by Ori.Cohen Fix typo with printf Change 3525279 by Ori.Cohen Fix CIS Change 3525478 by Ethan.Geller Adding memory aligned audio buffer support Change 3525688 by Aaron.McLeran Removing unnecessary code Change 3526391 by Benn.Gallagher Clothing optimization pass, mainly removing allocations and precaching some skin information. 10% Overall non-gamethread time reduction, gamethread sync completion task time halved. #jira UEAP-197 Change 3526454 by Benn.Gallagher CIS fix Change 3526919 by Chad.Garyet adding verifyddc flag to automated tests Change 3527006 by Lina.Halper Fix crash with blendspace sample value change - Matt also fixed undo transaction, queuing every move vs only final value - Matt fixed property changed to send interactive or not paramger, so that it doens't call object changed for every single move #jira: UE-46929 #rb: Matt.Kuhlenschmidt #code review: Jurre.DeBaare, Matt.Kuhlenschmidt Change 3528684 by Benn.Gallagher Static analysis fix, excessive statement left to signal reasons clothing assets would invalidate their caches triggered SA fail. Change 3528687 by Benn.Gallagher CIS Fix, method definition outside of declaration #if block. Change 3528890 by Ori.Cohen Fix false negative with PIE and verify DDC Change 3528899 by Martin.Wilson Smart name refactor part 1 - Changed FindUID api to return UID rather than pointer to UID, fix code in Orion that was caching a pointer to internal TMap allocated memory. #jira UEAP-264 Change 3530148 by Aaron.McLeran Making check for Supporting multiple audio devices only happen in editor builds. Change 3530519 by Jonathan.Poncelet Deprecated original angular physics functions in preference of a consistent API, using degrees vs. radians Functions are now suffixed "InDegrees" or "InRadians", to make it obvious which are used. The deprecated functions now call whichever degrees or radians counterpart is needed. FBodyInstance now works entirely in radians, to avoid unnecessary conversions. Automated tests have been added to verify behaviour. #jira UE-39757 Torque and angular velocity are inconsistent Change 3530943 by Benn.Gallagher Fixed clothing shader model automation test. #jira UE-47052 Change 3530993 by Thomas.Sarkanen Merging using Dev-Rendering_To_Dev-AnimPhys from CL 3512333. Converting integrates to edits. Oiriginal CL desc: Texture source data is not released anymore in WillNeverCacheCookedPlatformDataAgain(). This prevents an issue where texture referenced through CompositeTexture have no source data available. This doesn't affect peak memory so much as texture loaded with AllowAsyncLoading already release their temporary load data. #jira UE-47083 - Cook Odin fails with LogTexture: Error: Unable to get texture source mips because its bulk data was released. Change 3536312 by Chad.Garyet adding verifyddc into the automatedtestbuild xml Change 3537375 by James.Golding Merge Ocean GC crash fix (OCN-7666) from CL 3512485 #jira UE-47211 DONE! [CL 3537460 by Thomas Sarkanen in Main branch]
2017-07-14 06:36:47 -04:00
Args.Add(TEXT("TransformComponents"), FText::FromString(GetSimpleTransformString()));
// FText::Format() is slow, so we cache this to save on performance
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3537446) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3491514 by Jonathan.Poncelet Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units. Change 3495025 by Jonathan.Poncelet Back out changelist 3491514 "Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units." Change 3505086 by Danny.Bouimad Updating test content in TM-AnimPhys and TM-TangentNormals Change 3505375 by James.Cobbett Automating Settle test map Change 3505714 by Lina.Halper Add more descriptive pin name and node text for constraint node #jira: UE-45895 #rb: Ori.Cohen Change 3505731 by Lina.Halper 1. Renamed FTargetReference to FBoneSocketTarget - this allows users to choose either bone or socket as a target. 2. Two Bone IK refactor to use FBoneSocketTarget - Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone - Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget - Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this. 3. FABRIK refactor to use FBoneSocketTarget #code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen #rb: Laurent.Delayen Change 3505770 by Lina.Halper IK automation test #jira: UE-46250 Change 3506369 by Lina.Halper Fix initialization order issue #rb:none #rnx Change 3506697 by Martin.Wilson Fix root motion when using ForceAnimRate's of more than 1 #jira UE-39021 Change 3506765 by Lina.Halper It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead. #jira: UE-45871 #rb: Martin.Wilson Change 3506787 by Ori.Cohen Added single threaded physx tasks stats using "stat PhysXTasks" Change 3506803 by Ori.Cohen Turn off debug code which was submitted by accident Change 3506840 by Jurre.deBaare Fix for automation vertex-color warning Change 3506917 by Danny.Bouimad Checking in Edits made to AnimBP Constraint Content Change 3507045 by James.Cobbett Submitting final Settle test map updates Change 3509208 by Danny.Bouimad Checking in content changes for TM-SuspendCloth Change 3509235 by James.Cobbett Deleting Settle test map from QAGame - now lives in EngineTest Change 3509935 by Lina.Halper One customization tree for supporting Bone and Socket : you can just use FBoneSocketTarget and that will allow displaying sockets also #jira: UE-45778 #rb: Thomas.Sarkanen #code review:Thomas.Sarkanen Change 3511250 by Martin.Wilson Fix crash when performing drag operations in the notify track window #jira UE-46420 Change 3511397 by Thomas.Sarkanen Asset reloading now defers re-opening asset editors until post-GC phase This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI. #jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset Change 3512849 by Aaron.McLeran #jira UE-46576 Fixing granulator loading multiple sound waves Change 3513414 by James.Cobbett Fixing destructible test map Change 3513588 by Benn.Gallagher Clothing LOD improvements - Added full pipeline for adding LODs to clothing assets in editor - Added methods for mapping parameters between masks on meshes with differing topology - Fixed a few UI bugs Change 3513599 by Benn.Gallagher Missed files from last checkin Change 3513920 by Martin.Wilson Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling) Change 3515400 by Aaron.McLeran #jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device. Change 3515495 by Joe.Conley Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly. Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry. Change 3515641 by Benn.Gallagher CIS fix for game builds Change 3516817 by Aaron.McLeran Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues. Change 3516853 by Aaron.McLeran Slight optimization in converting proc audio buffer to 16 bit PCM. Change 3517525 by Jonathan.Poncelet Fix comment for FName operator!= Change 3517826 by James.Cobbett Test files for bug UE-46719 Change 3518049 by James.Cobbett Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test. Change 3518185 by Ori.Cohen Fix merge error as reported by NVIDIA Change 3518711 by Ethan.Geller Integrating fix for switch crash on load level. Change 3518720 by Ethan.Geller Back out changelist 3518711 Change 3519040 by Aaron.McLeran Simple feature to add attack/decay interpolation times for focus feature to avoid fast focus/out-of-focus volume scaling. Change 3519972 by James.Golding Fix constructor order for FSoundAttenuationSettings to fix CIS Change 3520141 by Martin.Wilson Make retarget assets are no longer assets but blueprints instead. Add blueprint function for remap asset to allow blueprints to transform bone names #jira UEAP-235 Change 3520568 by Martin.Wilson CIS fix Change 3520677 by Benn.Gallagher Added ability to rename clothing assets after creation Change 3520727 by Benn.Gallagher Removed unecessary header for asset list Change 3520791 by Martin.Wilson Fix multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick Change 3521069 by Jurre.deBaare Merging an actor with recompute normal and Overlapping UVs causes the normals generate incorrectly #fix old code path was causing normals to be recompute when it wasn't required causing the smooth normals on the issueing asset #jira UE-46806 Change 3521070 by Jurre.deBaare Ensure occurs when performing a Bake Out Material on Cube #fix Make sure that we update the Material data used for texture streaming when adding/changing materials during material baking #jira UE-46807 Change 3521142 by Jurre.deBaare Bake Material large Texture size crash #fix Added clamping to baked out material texture sizes in all occurences (GetMax2DTextureDimension()) #jira UE-46808 Change 3523294 by Aaron.McLeran Resetting available byte count when resetting the procedural sound wave Change 3523297 by Aaron.McLeran Adding thread safe mode for plugin interface shared ptrs. Change 3524153 by Jurre.deBaare Issue where new blend space samples list in detailsview would not regenerate blendspace sampling #fix Unified what happens when you change the grid sample value (this issue also caused undo/redo not to work with these numeric boxes) Change 3524154 by Jurre.deBaare Advanced preview tool tip in BlendSpace editor has different behaviour when grid doesn't have focus, and broke the sample dragging functionality. #fix Undid some added state cleanup code which actually was invalid to do, and made sure the CTRL down isn't a toggle but a constant state Change 3524282 by Thomas.Sarkanen Fixed OculusAudio in line with new API Post-Main merge fixup Change 3524348 by Thomas.Sarkanen Merging using Dev-Physics-Upgrade_PhysX3_To_Dev-AnimPhys_PhysX Original CL 3521358: [From trunk] 22410436 [Px-1090]PCm sphere convex jittering in UE4 [Reviewer: Kier] p4rmerge of Change 22415420 by sschirm from e:\P4\dev1\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4\Mirror_scripts\patch/cl-22415420.p4r moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4/Mirror/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX3/ #jira UE-46668 - PCM still has stability issues Change 3524541 by Jurre.deBaare Disabled material baking automated tests for now #jira UE-46510 Change 3524684 by Jurre.deBaare If you paste a invalid name into Bones to Remove and hit apply the editor will crash #fix did not check for INDEX_NONE or NAME_NONE bones when retrieving bone indices #jira UE-46830 Change 3525244 by Ori.Cohen Added the ability to verify the DDC content is not stale. Systems have to opt in (-VerifyDDC) Change 3525248 by Ori.Cohen Physx DDC will now run with verify ddc. Also fixed bad key which was missing the complexity type of body setup Change 3525263 by Ori.Cohen Fix typo with printf Change 3525279 by Ori.Cohen Fix CIS Change 3525478 by Ethan.Geller Adding memory aligned audio buffer support Change 3525688 by Aaron.McLeran Removing unnecessary code Change 3526391 by Benn.Gallagher Clothing optimization pass, mainly removing allocations and precaching some skin information. 10% Overall non-gamethread time reduction, gamethread sync completion task time halved. #jira UEAP-197 Change 3526454 by Benn.Gallagher CIS fix Change 3526919 by Chad.Garyet adding verifyddc flag to automated tests Change 3527006 by Lina.Halper Fix crash with blendspace sample value change - Matt also fixed undo transaction, queuing every move vs only final value - Matt fixed property changed to send interactive or not paramger, so that it doens't call object changed for every single move #jira: UE-46929 #rb: Matt.Kuhlenschmidt #code review: Jurre.DeBaare, Matt.Kuhlenschmidt Change 3528684 by Benn.Gallagher Static analysis fix, excessive statement left to signal reasons clothing assets would invalidate their caches triggered SA fail. Change 3528687 by Benn.Gallagher CIS Fix, method definition outside of declaration #if block. Change 3528890 by Ori.Cohen Fix false negative with PIE and verify DDC Change 3528899 by Martin.Wilson Smart name refactor part 1 - Changed FindUID api to return UID rather than pointer to UID, fix code in Orion that was caching a pointer to internal TMap allocated memory. #jira UEAP-264 Change 3530148 by Aaron.McLeran Making check for Supporting multiple audio devices only happen in editor builds. Change 3530519 by Jonathan.Poncelet Deprecated original angular physics functions in preference of a consistent API, using degrees vs. radians Functions are now suffixed "InDegrees" or "InRadians", to make it obvious which are used. The deprecated functions now call whichever degrees or radians counterpart is needed. FBodyInstance now works entirely in radians, to avoid unnecessary conversions. Automated tests have been added to verify behaviour. #jira UE-39757 Torque and angular velocity are inconsistent Change 3530943 by Benn.Gallagher Fixed clothing shader model automation test. #jira UE-47052 Change 3530993 by Thomas.Sarkanen Merging using Dev-Rendering_To_Dev-AnimPhys from CL 3512333. Converting integrates to edits. Oiriginal CL desc: Texture source data is not released anymore in WillNeverCacheCookedPlatformDataAgain(). This prevents an issue where texture referenced through CompositeTexture have no source data available. This doesn't affect peak memory so much as texture loaded with AllowAsyncLoading already release their temporary load data. #jira UE-47083 - Cook Odin fails with LogTexture: Error: Unable to get texture source mips because its bulk data was released. Change 3536312 by Chad.Garyet adding verifyddc into the automatedtestbuild xml Change 3537375 by James.Golding Merge Ocean GC crash fix (OCN-7666) from CL 3512485 #jira UE-47211 DONE! [CL 3537460 by Thomas Sarkanen in Main branch]
2017-07-14 06:36:47 -04:00
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_Constraint_ListTitle", "{ControllerDescription} - {BoneName} ({TransformComponents})"), Args), this);
}
return CachedNodeTitles[TitleType];
}
void UAnimGraphNode_Constraint::Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const
{
if (SkelMeshComp)
{
if (FAnimNode_Constraint* ActiveNode = GetActiveInstanceNode<FAnimNode_Constraint>(SkelMeshComp->GetAnimInstance()))
{
ActiveNode->ConditionalDebugDraw(PDI, SkelMeshComp);
}
}
}
void UAnimGraphNode_Constraint::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.Property)
{
static const FName NAME_ConstraintSetup = GET_MEMBER_NAME_CHECKED(FAnimNode_Constraint, ConstraintSetup);
const FName PropName = PropertyChangedEvent.Property->GetFName();
if (PropName == NAME_ConstraintSetup)
{
int32 CurrentNum = Node.ConstraintWeights.Num();
Node.ConstraintWeights.SetNumZeroed(Node.ConstraintSetup.Num());
int32 NewNum = Node.ConstraintWeights.Num();
// we want to fill up 1, not 0.
for (int32 Index = CurrentNum; Index < NewNum; ++Index)
{
Node.ConstraintWeights[Index] = 1.f;
}
ReconstructNode();
}
}
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3537446) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3491514 by Jonathan.Poncelet Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units. Change 3495025 by Jonathan.Poncelet Back out changelist 3491514 "Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units." Change 3505086 by Danny.Bouimad Updating test content in TM-AnimPhys and TM-TangentNormals Change 3505375 by James.Cobbett Automating Settle test map Change 3505714 by Lina.Halper Add more descriptive pin name and node text for constraint node #jira: UE-45895 #rb: Ori.Cohen Change 3505731 by Lina.Halper 1. Renamed FTargetReference to FBoneSocketTarget - this allows users to choose either bone or socket as a target. 2. Two Bone IK refactor to use FBoneSocketTarget - Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone - Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget - Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this. 3. FABRIK refactor to use FBoneSocketTarget #code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen #rb: Laurent.Delayen Change 3505770 by Lina.Halper IK automation test #jira: UE-46250 Change 3506369 by Lina.Halper Fix initialization order issue #rb:none #rnx Change 3506697 by Martin.Wilson Fix root motion when using ForceAnimRate's of more than 1 #jira UE-39021 Change 3506765 by Lina.Halper It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead. #jira: UE-45871 #rb: Martin.Wilson Change 3506787 by Ori.Cohen Added single threaded physx tasks stats using "stat PhysXTasks" Change 3506803 by Ori.Cohen Turn off debug code which was submitted by accident Change 3506840 by Jurre.deBaare Fix for automation vertex-color warning Change 3506917 by Danny.Bouimad Checking in Edits made to AnimBP Constraint Content Change 3507045 by James.Cobbett Submitting final Settle test map updates Change 3509208 by Danny.Bouimad Checking in content changes for TM-SuspendCloth Change 3509235 by James.Cobbett Deleting Settle test map from QAGame - now lives in EngineTest Change 3509935 by Lina.Halper One customization tree for supporting Bone and Socket : you can just use FBoneSocketTarget and that will allow displaying sockets also #jira: UE-45778 #rb: Thomas.Sarkanen #code review:Thomas.Sarkanen Change 3511250 by Martin.Wilson Fix crash when performing drag operations in the notify track window #jira UE-46420 Change 3511397 by Thomas.Sarkanen Asset reloading now defers re-opening asset editors until post-GC phase This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI. #jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset Change 3512849 by Aaron.McLeran #jira UE-46576 Fixing granulator loading multiple sound waves Change 3513414 by James.Cobbett Fixing destructible test map Change 3513588 by Benn.Gallagher Clothing LOD improvements - Added full pipeline for adding LODs to clothing assets in editor - Added methods for mapping parameters between masks on meshes with differing topology - Fixed a few UI bugs Change 3513599 by Benn.Gallagher Missed files from last checkin Change 3513920 by Martin.Wilson Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling) Change 3515400 by Aaron.McLeran #jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device. Change 3515495 by Joe.Conley Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly. Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry. Change 3515641 by Benn.Gallagher CIS fix for game builds Change 3516817 by Aaron.McLeran Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues. Change 3516853 by Aaron.McLeran Slight optimization in converting proc audio buffer to 16 bit PCM. Change 3517525 by Jonathan.Poncelet Fix comment for FName operator!= Change 3517826 by James.Cobbett Test files for bug UE-46719 Change 3518049 by James.Cobbett Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test. Change 3518185 by Ori.Cohen Fix merge error as reported by NVIDIA Change 3518711 by Ethan.Geller Integrating fix for switch crash on load level. Change 3518720 by Ethan.Geller Back out changelist 3518711 Change 3519040 by Aaron.McLeran Simple feature to add attack/decay interpolation times for focus feature to avoid fast focus/out-of-focus volume scaling. Change 3519972 by James.Golding Fix constructor order for FSoundAttenuationSettings to fix CIS Change 3520141 by Martin.Wilson Make retarget assets are no longer assets but blueprints instead. Add blueprint function for remap asset to allow blueprints to transform bone names #jira UEAP-235 Change 3520568 by Martin.Wilson CIS fix Change 3520677 by Benn.Gallagher Added ability to rename clothing assets after creation Change 3520727 by Benn.Gallagher Removed unecessary header for asset list Change 3520791 by Martin.Wilson Fix multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick Change 3521069 by Jurre.deBaare Merging an actor with recompute normal and Overlapping UVs causes the normals generate incorrectly #fix old code path was causing normals to be recompute when it wasn't required causing the smooth normals on the issueing asset #jira UE-46806 Change 3521070 by Jurre.deBaare Ensure occurs when performing a Bake Out Material on Cube #fix Make sure that we update the Material data used for texture streaming when adding/changing materials during material baking #jira UE-46807 Change 3521142 by Jurre.deBaare Bake Material large Texture size crash #fix Added clamping to baked out material texture sizes in all occurences (GetMax2DTextureDimension()) #jira UE-46808 Change 3523294 by Aaron.McLeran Resetting available byte count when resetting the procedural sound wave Change 3523297 by Aaron.McLeran Adding thread safe mode for plugin interface shared ptrs. Change 3524153 by Jurre.deBaare Issue where new blend space samples list in detailsview would not regenerate blendspace sampling #fix Unified what happens when you change the grid sample value (this issue also caused undo/redo not to work with these numeric boxes) Change 3524154 by Jurre.deBaare Advanced preview tool tip in BlendSpace editor has different behaviour when grid doesn't have focus, and broke the sample dragging functionality. #fix Undid some added state cleanup code which actually was invalid to do, and made sure the CTRL down isn't a toggle but a constant state Change 3524282 by Thomas.Sarkanen Fixed OculusAudio in line with new API Post-Main merge fixup Change 3524348 by Thomas.Sarkanen Merging using Dev-Physics-Upgrade_PhysX3_To_Dev-AnimPhys_PhysX Original CL 3521358: [From trunk] 22410436 [Px-1090]PCm sphere convex jittering in UE4 [Reviewer: Kier] p4rmerge of Change 22415420 by sschirm from e:\P4\dev1\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4\Mirror_scripts\patch/cl-22415420.p4r moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4/Mirror/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX3/ #jira UE-46668 - PCM still has stability issues Change 3524541 by Jurre.deBaare Disabled material baking automated tests for now #jira UE-46510 Change 3524684 by Jurre.deBaare If you paste a invalid name into Bones to Remove and hit apply the editor will crash #fix did not check for INDEX_NONE or NAME_NONE bones when retrieving bone indices #jira UE-46830 Change 3525244 by Ori.Cohen Added the ability to verify the DDC content is not stale. Systems have to opt in (-VerifyDDC) Change 3525248 by Ori.Cohen Physx DDC will now run with verify ddc. Also fixed bad key which was missing the complexity type of body setup Change 3525263 by Ori.Cohen Fix typo with printf Change 3525279 by Ori.Cohen Fix CIS Change 3525478 by Ethan.Geller Adding memory aligned audio buffer support Change 3525688 by Aaron.McLeran Removing unnecessary code Change 3526391 by Benn.Gallagher Clothing optimization pass, mainly removing allocations and precaching some skin information. 10% Overall non-gamethread time reduction, gamethread sync completion task time halved. #jira UEAP-197 Change 3526454 by Benn.Gallagher CIS fix Change 3526919 by Chad.Garyet adding verifyddc flag to automated tests Change 3527006 by Lina.Halper Fix crash with blendspace sample value change - Matt also fixed undo transaction, queuing every move vs only final value - Matt fixed property changed to send interactive or not paramger, so that it doens't call object changed for every single move #jira: UE-46929 #rb: Matt.Kuhlenschmidt #code review: Jurre.DeBaare, Matt.Kuhlenschmidt Change 3528684 by Benn.Gallagher Static analysis fix, excessive statement left to signal reasons clothing assets would invalidate their caches triggered SA fail. Change 3528687 by Benn.Gallagher CIS Fix, method definition outside of declaration #if block. Change 3528890 by Ori.Cohen Fix false negative with PIE and verify DDC Change 3528899 by Martin.Wilson Smart name refactor part 1 - Changed FindUID api to return UID rather than pointer to UID, fix code in Orion that was caching a pointer to internal TMap allocated memory. #jira UEAP-264 Change 3530148 by Aaron.McLeran Making check for Supporting multiple audio devices only happen in editor builds. Change 3530519 by Jonathan.Poncelet Deprecated original angular physics functions in preference of a consistent API, using degrees vs. radians Functions are now suffixed "InDegrees" or "InRadians", to make it obvious which are used. The deprecated functions now call whichever degrees or radians counterpart is needed. FBodyInstance now works entirely in radians, to avoid unnecessary conversions. Automated tests have been added to verify behaviour. #jira UE-39757 Torque and angular velocity are inconsistent Change 3530943 by Benn.Gallagher Fixed clothing shader model automation test. #jira UE-47052 Change 3530993 by Thomas.Sarkanen Merging using Dev-Rendering_To_Dev-AnimPhys from CL 3512333. Converting integrates to edits. Oiriginal CL desc: Texture source data is not released anymore in WillNeverCacheCookedPlatformDataAgain(). This prevents an issue where texture referenced through CompositeTexture have no source data available. This doesn't affect peak memory so much as texture loaded with AllowAsyncLoading already release their temporary load data. #jira UE-47083 - Cook Odin fails with LogTexture: Error: Unable to get texture source mips because its bulk data was released. Change 3536312 by Chad.Garyet adding verifyddc into the automatedtestbuild xml Change 3537375 by James.Golding Merge Ocean GC crash fix (OCN-7666) from CL 3512485 #jira UE-47211 DONE! [CL 3537460 by Thomas Sarkanen in Main branch]
2017-07-14 06:36:47 -04:00
void UAnimGraphNode_Constraint::PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const
{
Super::PostProcessPinName(Pin, DisplayName);
if (Pin->Direction == EGPD_Input)
{
const FString ConstraintWeightPrefix = TEXT("ConstraintWeights_");
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
const FString PinName = Pin->PinName.ToString();
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3537446) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3491514 by Jonathan.Poncelet Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units. Change 3495025 by Jonathan.Poncelet Back out changelist 3491514 "Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units." Change 3505086 by Danny.Bouimad Updating test content in TM-AnimPhys and TM-TangentNormals Change 3505375 by James.Cobbett Automating Settle test map Change 3505714 by Lina.Halper Add more descriptive pin name and node text for constraint node #jira: UE-45895 #rb: Ori.Cohen Change 3505731 by Lina.Halper 1. Renamed FTargetReference to FBoneSocketTarget - this allows users to choose either bone or socket as a target. 2. Two Bone IK refactor to use FBoneSocketTarget - Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone - Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget - Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this. 3. FABRIK refactor to use FBoneSocketTarget #code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen #rb: Laurent.Delayen Change 3505770 by Lina.Halper IK automation test #jira: UE-46250 Change 3506369 by Lina.Halper Fix initialization order issue #rb:none #rnx Change 3506697 by Martin.Wilson Fix root motion when using ForceAnimRate's of more than 1 #jira UE-39021 Change 3506765 by Lina.Halper It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead. #jira: UE-45871 #rb: Martin.Wilson Change 3506787 by Ori.Cohen Added single threaded physx tasks stats using "stat PhysXTasks" Change 3506803 by Ori.Cohen Turn off debug code which was submitted by accident Change 3506840 by Jurre.deBaare Fix for automation vertex-color warning Change 3506917 by Danny.Bouimad Checking in Edits made to AnimBP Constraint Content Change 3507045 by James.Cobbett Submitting final Settle test map updates Change 3509208 by Danny.Bouimad Checking in content changes for TM-SuspendCloth Change 3509235 by James.Cobbett Deleting Settle test map from QAGame - now lives in EngineTest Change 3509935 by Lina.Halper One customization tree for supporting Bone and Socket : you can just use FBoneSocketTarget and that will allow displaying sockets also #jira: UE-45778 #rb: Thomas.Sarkanen #code review:Thomas.Sarkanen Change 3511250 by Martin.Wilson Fix crash when performing drag operations in the notify track window #jira UE-46420 Change 3511397 by Thomas.Sarkanen Asset reloading now defers re-opening asset editors until post-GC phase This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI. #jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset Change 3512849 by Aaron.McLeran #jira UE-46576 Fixing granulator loading multiple sound waves Change 3513414 by James.Cobbett Fixing destructible test map Change 3513588 by Benn.Gallagher Clothing LOD improvements - Added full pipeline for adding LODs to clothing assets in editor - Added methods for mapping parameters between masks on meshes with differing topology - Fixed a few UI bugs Change 3513599 by Benn.Gallagher Missed files from last checkin Change 3513920 by Martin.Wilson Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling) Change 3515400 by Aaron.McLeran #jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device. Change 3515495 by Joe.Conley Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly. Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry. Change 3515641 by Benn.Gallagher CIS fix for game builds Change 3516817 by Aaron.McLeran Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues. Change 3516853 by Aaron.McLeran Slight optimization in converting proc audio buffer to 16 bit PCM. Change 3517525 by Jonathan.Poncelet Fix comment for FName operator!= Change 3517826 by James.Cobbett Test files for bug UE-46719 Change 3518049 by James.Cobbett Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test. Change 3518185 by Ori.Cohen Fix merge error as reported by NVIDIA Change 3518711 by Ethan.Geller Integrating fix for switch crash on load level. Change 3518720 by Ethan.Geller Back out changelist 3518711 Change 3519040 by Aaron.McLeran Simple feature to add attack/decay interpolation times for focus feature to avoid fast focus/out-of-focus volume scaling. Change 3519972 by James.Golding Fix constructor order for FSoundAttenuationSettings to fix CIS Change 3520141 by Martin.Wilson Make retarget assets are no longer assets but blueprints instead. Add blueprint function for remap asset to allow blueprints to transform bone names #jira UEAP-235 Change 3520568 by Martin.Wilson CIS fix Change 3520677 by Benn.Gallagher Added ability to rename clothing assets after creation Change 3520727 by Benn.Gallagher Removed unecessary header for asset list Change 3520791 by Martin.Wilson Fix multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick Change 3521069 by Jurre.deBaare Merging an actor with recompute normal and Overlapping UVs causes the normals generate incorrectly #fix old code path was causing normals to be recompute when it wasn't required causing the smooth normals on the issueing asset #jira UE-46806 Change 3521070 by Jurre.deBaare Ensure occurs when performing a Bake Out Material on Cube #fix Make sure that we update the Material data used for texture streaming when adding/changing materials during material baking #jira UE-46807 Change 3521142 by Jurre.deBaare Bake Material large Texture size crash #fix Added clamping to baked out material texture sizes in all occurences (GetMax2DTextureDimension()) #jira UE-46808 Change 3523294 by Aaron.McLeran Resetting available byte count when resetting the procedural sound wave Change 3523297 by Aaron.McLeran Adding thread safe mode for plugin interface shared ptrs. Change 3524153 by Jurre.deBaare Issue where new blend space samples list in detailsview would not regenerate blendspace sampling #fix Unified what happens when you change the grid sample value (this issue also caused undo/redo not to work with these numeric boxes) Change 3524154 by Jurre.deBaare Advanced preview tool tip in BlendSpace editor has different behaviour when grid doesn't have focus, and broke the sample dragging functionality. #fix Undid some added state cleanup code which actually was invalid to do, and made sure the CTRL down isn't a toggle but a constant state Change 3524282 by Thomas.Sarkanen Fixed OculusAudio in line with new API Post-Main merge fixup Change 3524348 by Thomas.Sarkanen Merging using Dev-Physics-Upgrade_PhysX3_To_Dev-AnimPhys_PhysX Original CL 3521358: [From trunk] 22410436 [Px-1090]PCm sphere convex jittering in UE4 [Reviewer: Kier] p4rmerge of Change 22415420 by sschirm from e:\P4\dev1\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4\Mirror_scripts\patch/cl-22415420.p4r moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4/Mirror/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX3/ #jira UE-46668 - PCM still has stability issues Change 3524541 by Jurre.deBaare Disabled material baking automated tests for now #jira UE-46510 Change 3524684 by Jurre.deBaare If you paste a invalid name into Bones to Remove and hit apply the editor will crash #fix did not check for INDEX_NONE or NAME_NONE bones when retrieving bone indices #jira UE-46830 Change 3525244 by Ori.Cohen Added the ability to verify the DDC content is not stale. Systems have to opt in (-VerifyDDC) Change 3525248 by Ori.Cohen Physx DDC will now run with verify ddc. Also fixed bad key which was missing the complexity type of body setup Change 3525263 by Ori.Cohen Fix typo with printf Change 3525279 by Ori.Cohen Fix CIS Change 3525478 by Ethan.Geller Adding memory aligned audio buffer support Change 3525688 by Aaron.McLeran Removing unnecessary code Change 3526391 by Benn.Gallagher Clothing optimization pass, mainly removing allocations and precaching some skin information. 10% Overall non-gamethread time reduction, gamethread sync completion task time halved. #jira UEAP-197 Change 3526454 by Benn.Gallagher CIS fix Change 3526919 by Chad.Garyet adding verifyddc flag to automated tests Change 3527006 by Lina.Halper Fix crash with blendspace sample value change - Matt also fixed undo transaction, queuing every move vs only final value - Matt fixed property changed to send interactive or not paramger, so that it doens't call object changed for every single move #jira: UE-46929 #rb: Matt.Kuhlenschmidt #code review: Jurre.DeBaare, Matt.Kuhlenschmidt Change 3528684 by Benn.Gallagher Static analysis fix, excessive statement left to signal reasons clothing assets would invalidate their caches triggered SA fail. Change 3528687 by Benn.Gallagher CIS Fix, method definition outside of declaration #if block. Change 3528890 by Ori.Cohen Fix false negative with PIE and verify DDC Change 3528899 by Martin.Wilson Smart name refactor part 1 - Changed FindUID api to return UID rather than pointer to UID, fix code in Orion that was caching a pointer to internal TMap allocated memory. #jira UEAP-264 Change 3530148 by Aaron.McLeran Making check for Supporting multiple audio devices only happen in editor builds. Change 3530519 by Jonathan.Poncelet Deprecated original angular physics functions in preference of a consistent API, using degrees vs. radians Functions are now suffixed "InDegrees" or "InRadians", to make it obvious which are used. The deprecated functions now call whichever degrees or radians counterpart is needed. FBodyInstance now works entirely in radians, to avoid unnecessary conversions. Automated tests have been added to verify behaviour. #jira UE-39757 Torque and angular velocity are inconsistent Change 3530943 by Benn.Gallagher Fixed clothing shader model automation test. #jira UE-47052 Change 3530993 by Thomas.Sarkanen Merging using Dev-Rendering_To_Dev-AnimPhys from CL 3512333. Converting integrates to edits. Oiriginal CL desc: Texture source data is not released anymore in WillNeverCacheCookedPlatformDataAgain(). This prevents an issue where texture referenced through CompositeTexture have no source data available. This doesn't affect peak memory so much as texture loaded with AllowAsyncLoading already release their temporary load data. #jira UE-47083 - Cook Odin fails with LogTexture: Error: Unable to get texture source mips because its bulk data was released. Change 3536312 by Chad.Garyet adding verifyddc into the automatedtestbuild xml Change 3537375 by James.Golding Merge Ocean GC crash fix (OCN-7666) from CL 3512485 #jira UE-47211 DONE! [CL 3537460 by Thomas Sarkanen in Main branch]
2017-07-14 06:36:47 -04:00
FString IndexString;
if (PinName.Split(ConstraintWeightPrefix, nullptr, &IndexString))
{
// convert index and display better name
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
const int32 Index = FCString::Atoi(*IndexString);
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3537446) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3491514 by Jonathan.Poncelet Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units. Change 3495025 by Jonathan.Poncelet Back out changelist 3491514 "Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units." Change 3505086 by Danny.Bouimad Updating test content in TM-AnimPhys and TM-TangentNormals Change 3505375 by James.Cobbett Automating Settle test map Change 3505714 by Lina.Halper Add more descriptive pin name and node text for constraint node #jira: UE-45895 #rb: Ori.Cohen Change 3505731 by Lina.Halper 1. Renamed FTargetReference to FBoneSocketTarget - this allows users to choose either bone or socket as a target. 2. Two Bone IK refactor to use FBoneSocketTarget - Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone - Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget - Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this. 3. FABRIK refactor to use FBoneSocketTarget #code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen #rb: Laurent.Delayen Change 3505770 by Lina.Halper IK automation test #jira: UE-46250 Change 3506369 by Lina.Halper Fix initialization order issue #rb:none #rnx Change 3506697 by Martin.Wilson Fix root motion when using ForceAnimRate's of more than 1 #jira UE-39021 Change 3506765 by Lina.Halper It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead. #jira: UE-45871 #rb: Martin.Wilson Change 3506787 by Ori.Cohen Added single threaded physx tasks stats using "stat PhysXTasks" Change 3506803 by Ori.Cohen Turn off debug code which was submitted by accident Change 3506840 by Jurre.deBaare Fix for automation vertex-color warning Change 3506917 by Danny.Bouimad Checking in Edits made to AnimBP Constraint Content Change 3507045 by James.Cobbett Submitting final Settle test map updates Change 3509208 by Danny.Bouimad Checking in content changes for TM-SuspendCloth Change 3509235 by James.Cobbett Deleting Settle test map from QAGame - now lives in EngineTest Change 3509935 by Lina.Halper One customization tree for supporting Bone and Socket : you can just use FBoneSocketTarget and that will allow displaying sockets also #jira: UE-45778 #rb: Thomas.Sarkanen #code review:Thomas.Sarkanen Change 3511250 by Martin.Wilson Fix crash when performing drag operations in the notify track window #jira UE-46420 Change 3511397 by Thomas.Sarkanen Asset reloading now defers re-opening asset editors until post-GC phase This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI. #jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset Change 3512849 by Aaron.McLeran #jira UE-46576 Fixing granulator loading multiple sound waves Change 3513414 by James.Cobbett Fixing destructible test map Change 3513588 by Benn.Gallagher Clothing LOD improvements - Added full pipeline for adding LODs to clothing assets in editor - Added methods for mapping parameters between masks on meshes with differing topology - Fixed a few UI bugs Change 3513599 by Benn.Gallagher Missed files from last checkin Change 3513920 by Martin.Wilson Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling) Change 3515400 by Aaron.McLeran #jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device. Change 3515495 by Joe.Conley Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly. Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry. Change 3515641 by Benn.Gallagher CIS fix for game builds Change 3516817 by Aaron.McLeran Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues. Change 3516853 by Aaron.McLeran Slight optimization in converting proc audio buffer to 16 bit PCM. Change 3517525 by Jonathan.Poncelet Fix comment for FName operator!= Change 3517826 by James.Cobbett Test files for bug UE-46719 Change 3518049 by James.Cobbett Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test. Change 3518185 by Ori.Cohen Fix merge error as reported by NVIDIA Change 3518711 by Ethan.Geller Integrating fix for switch crash on load level. Change 3518720 by Ethan.Geller Back out changelist 3518711 Change 3519040 by Aaron.McLeran Simple feature to add attack/decay interpolation times for focus feature to avoid fast focus/out-of-focus volume scaling. Change 3519972 by James.Golding Fix constructor order for FSoundAttenuationSettings to fix CIS Change 3520141 by Martin.Wilson Make retarget assets are no longer assets but blueprints instead. Add blueprint function for remap asset to allow blueprints to transform bone names #jira UEAP-235 Change 3520568 by Martin.Wilson CIS fix Change 3520677 by Benn.Gallagher Added ability to rename clothing assets after creation Change 3520727 by Benn.Gallagher Removed unecessary header for asset list Change 3520791 by Martin.Wilson Fix multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick Change 3521069 by Jurre.deBaare Merging an actor with recompute normal and Overlapping UVs causes the normals generate incorrectly #fix old code path was causing normals to be recompute when it wasn't required causing the smooth normals on the issueing asset #jira UE-46806 Change 3521070 by Jurre.deBaare Ensure occurs when performing a Bake Out Material on Cube #fix Make sure that we update the Material data used for texture streaming when adding/changing materials during material baking #jira UE-46807 Change 3521142 by Jurre.deBaare Bake Material large Texture size crash #fix Added clamping to baked out material texture sizes in all occurences (GetMax2DTextureDimension()) #jira UE-46808 Change 3523294 by Aaron.McLeran Resetting available byte count when resetting the procedural sound wave Change 3523297 by Aaron.McLeran Adding thread safe mode for plugin interface shared ptrs. Change 3524153 by Jurre.deBaare Issue where new blend space samples list in detailsview would not regenerate blendspace sampling #fix Unified what happens when you change the grid sample value (this issue also caused undo/redo not to work with these numeric boxes) Change 3524154 by Jurre.deBaare Advanced preview tool tip in BlendSpace editor has different behaviour when grid doesn't have focus, and broke the sample dragging functionality. #fix Undid some added state cleanup code which actually was invalid to do, and made sure the CTRL down isn't a toggle but a constant state Change 3524282 by Thomas.Sarkanen Fixed OculusAudio in line with new API Post-Main merge fixup Change 3524348 by Thomas.Sarkanen Merging using Dev-Physics-Upgrade_PhysX3_To_Dev-AnimPhys_PhysX Original CL 3521358: [From trunk] 22410436 [Px-1090]PCm sphere convex jittering in UE4 [Reviewer: Kier] p4rmerge of Change 22415420 by sschirm from e:\P4\dev1\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4\Mirror_scripts\patch/cl-22415420.p4r moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4/Mirror/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX3/ #jira UE-46668 - PCM still has stability issues Change 3524541 by Jurre.deBaare Disabled material baking automated tests for now #jira UE-46510 Change 3524684 by Jurre.deBaare If you paste a invalid name into Bones to Remove and hit apply the editor will crash #fix did not check for INDEX_NONE or NAME_NONE bones when retrieving bone indices #jira UE-46830 Change 3525244 by Ori.Cohen Added the ability to verify the DDC content is not stale. Systems have to opt in (-VerifyDDC) Change 3525248 by Ori.Cohen Physx DDC will now run with verify ddc. Also fixed bad key which was missing the complexity type of body setup Change 3525263 by Ori.Cohen Fix typo with printf Change 3525279 by Ori.Cohen Fix CIS Change 3525478 by Ethan.Geller Adding memory aligned audio buffer support Change 3525688 by Aaron.McLeran Removing unnecessary code Change 3526391 by Benn.Gallagher Clothing optimization pass, mainly removing allocations and precaching some skin information. 10% Overall non-gamethread time reduction, gamethread sync completion task time halved. #jira UEAP-197 Change 3526454 by Benn.Gallagher CIS fix Change 3526919 by Chad.Garyet adding verifyddc flag to automated tests Change 3527006 by Lina.Halper Fix crash with blendspace sample value change - Matt also fixed undo transaction, queuing every move vs only final value - Matt fixed property changed to send interactive or not paramger, so that it doens't call object changed for every single move #jira: UE-46929 #rb: Matt.Kuhlenschmidt #code review: Jurre.DeBaare, Matt.Kuhlenschmidt Change 3528684 by Benn.Gallagher Static analysis fix, excessive statement left to signal reasons clothing assets would invalidate their caches triggered SA fail. Change 3528687 by Benn.Gallagher CIS Fix, method definition outside of declaration #if block. Change 3528890 by Ori.Cohen Fix false negative with PIE and verify DDC Change 3528899 by Martin.Wilson Smart name refactor part 1 - Changed FindUID api to return UID rather than pointer to UID, fix code in Orion that was caching a pointer to internal TMap allocated memory. #jira UEAP-264 Change 3530148 by Aaron.McLeran Making check for Supporting multiple audio devices only happen in editor builds. Change 3530519 by Jonathan.Poncelet Deprecated original angular physics functions in preference of a consistent API, using degrees vs. radians Functions are now suffixed "InDegrees" or "InRadians", to make it obvious which are used. The deprecated functions now call whichever degrees or radians counterpart is needed. FBodyInstance now works entirely in radians, to avoid unnecessary conversions. Automated tests have been added to verify behaviour. #jira UE-39757 Torque and angular velocity are inconsistent Change 3530943 by Benn.Gallagher Fixed clothing shader model automation test. #jira UE-47052 Change 3530993 by Thomas.Sarkanen Merging using Dev-Rendering_To_Dev-AnimPhys from CL 3512333. Converting integrates to edits. Oiriginal CL desc: Texture source data is not released anymore in WillNeverCacheCookedPlatformDataAgain(). This prevents an issue where texture referenced through CompositeTexture have no source data available. This doesn't affect peak memory so much as texture loaded with AllowAsyncLoading already release their temporary load data. #jira UE-47083 - Cook Odin fails with LogTexture: Error: Unable to get texture source mips because its bulk data was released. Change 3536312 by Chad.Garyet adding verifyddc into the automatedtestbuild xml Change 3537375 by James.Golding Merge Ocean GC crash fix (OCN-7666) from CL 3512485 #jira UE-47211 DONE! [CL 3537460 by Thomas Sarkanen in Main branch]
2017-07-14 06:36:47 -04:00
if (Node.ConstraintSetup.IsValidIndex(Index))
{
const FConstraint& Constraint = Node.ConstraintSetup[Index];
DisplayName = Constraint.TargetBone.BoneName.ToString();
DisplayName += TEXT(" : ");
DisplayName += GetTransformTypeString(Constraint.TransformType);
}
}
}
}
#undef LOCTEXT_NAMESPACE