2018-12-17 06:31:16 -05:00
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
2014-04-24 14:34:01 -04:00
# include "AnimGraphNode_SequencePlayer.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "EdGraphSchema_K2_Actions.h"
# include "Modules/ModuleManager.h"
# include "Framework/MultiBox/MultiBoxBuilder.h"
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Kismet2/CompilerResultsLog.h"
2014-03-14 14:13:41 -04:00
# include "GraphEditorActions.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "ARFilter.h"
2014-03-14 14:13:41 -04:00
# include "AssetRegistryModule.h"
2014-09-26 11:31:34 -04:00
# include "BlueprintActionFilter.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "BlueprintActionDatabaseRegistrar.h"
2014-09-26 11:31:34 -04:00
# include "EditorCategoryUtils.h"
2014-09-29 14:31:25 -04:00
# include "BlueprintNodeSpawner.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
# include "Animation/AnimComposite.h"
2014-09-26 11:31:34 -04:00
2014-03-14 14:13:41 -04:00
# define LOCTEXT_NAMESPACE "A3Nodes"
/////////////////////////////////////////////////////
// FNewSequencePlayerAction
// Action to add a sequence player node to the graph
struct FNewSequencePlayerAction : public FEdGraphSchemaAction_K2NewNode
{
protected :
FAssetData AssetInfo ;
public :
2014-04-23 18:30:37 -04:00
FNewSequencePlayerAction ( const FAssetData & InAssetInfo , FText Title )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3379190)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3342222 on 2017/03/10 by Nick.Darnell
UMG - Adding a GetContent to the UContentWidget.
Change 3342228 on 2017/03/10 by Nick.Darnell
Project Launcher - Always consume mouse wheel vertically so it stops scrolling to the right.
Change 3342310 on 2017/03/10 by Nick.Darnell
UMG - Cleaning up some extra class references.
Change 3343382 on 2017/03/13 by Jamie.Dale
Applying optimization to FChunkManifestGenerator::ContainsMap
Change 3343523 on 2017/03/13 by Mike.Fricker
New details view option: "Show Hidden Properties while Playing"
- Enabling this allows you to see every property on selected objects that belong to a simulating world, even non-visible and non-editable properties. Very useful for inspection and debugging.
- Remember to change World Outliner to show you actors in the "Play World" if you want to select and inspect those objects first!
- This setting is saved for your entire project, similar to "Show All Advanced"
Change 3343573 on 2017/03/13 by Mike.Fricker
New details view option: "Show Hidden Properties while Playing" (part 2)
- Fixed missing include / unity issue
Change 3343709 on 2017/03/13 by Jamie.Dale
Some fixes for gathering cached dependency data
- We no longer load dependency data that doesn't have the correct package name.
- We no longer populate the dependency results when bGatherDependsData is false.
Change 3343900 on 2017/03/13 by Alexis.Matte
fix crash when creating too much LOD at import
#jira UE-42785
Change 3344104 on 2017/03/13 by Alexis.Matte
Add a boolean to the static mesh socket so we know if the socket was imported or created in UE4. This allow us to not impact editor socket when we re-import a fbx
#jira UE-42736
Change 3344802 on 2017/03/14 by Michael.Dupuis
#jira UE-42244 : added missing nullptr so render thread wont try to access global var when we're no longer in landscape mode
Changed the sync method between graphic resource from render thread and game thread to prevent desync
Change 3346061 on 2017/03/14 by Jamie.Dale
Adding const& and && overloads of FText::Format
Change 3346192 on 2017/03/14 by Arciel.Rekman
Linux: fix VHACD to retain bincompat with the baseline (UE-42895).
- It is now compiled against libc++ instead of libstdc++ in the toolchain.
Change 3347083 on 2017/03/15 by Andrew.Rodham
Fixed crash when changing anchors on a background blur widget
Change 3347359 on 2017/03/15 by Michael.Dupuis
#jira UE-38193:
Added Rename, Delete, New Folder, Size Map, Show In Explorer for folder and asset in the path view and asset view
Change 3347382 on 2017/03/15 by Michael.Dupuis
missing include incremental
Change 3347500 on 2017/03/15 by Alex.Delesky
#jira UE-41231 - Selecting multiple text widgets in UMG will now allow you to set their value correctly, and the "Multiple Values" text will no longer be set in the widgets instead.
Change 3347920 on 2017/03/15 by Jamie.Dale
Fixing some places passing tooltips as FString rather than FText
#jira UE-42603
Change 3347925 on 2017/03/15 by Jamie.Dale
Re-saving some assets so their tooltips can be gathered
#jira UE-42603
Change 3348788 on 2017/03/15 by Jamie.Dale
Updated the Windows platform to use the newer Vista+ style browser dialogs, rather than the older XP style dialogs
Change 3349187 on 2017/03/16 by Andrew.Rodham
Sequencer: Added the ability to specify additional event receivers for level sequence actors
- Such actors will receive events from event tracks
Change 3349194 on 2017/03/16 by Andrew.Rodham
Sequencer: Reset compiled templates on load in the editor, and ensure correct serialization of generation ledger
- Resetting on load means that we guarantee up-to-date templates, even if underlying compilation logic changes.
#jira UE-42198
#jira UE-40969
Change 3349210 on 2017/03/16 by Andrew.Rodham
Sequencer: Event tracks can now be defined to trigger events at the start of evaluation, after objects are spawned, or at the end of evaluation
Change 3349211 on 2017/03/16 by Andrew.Rodham
Sequencer: Add ability to retrieve bound objects from blueprint
Change 3349398 on 2017/03/16 by Nick.Darnell
UMG - Fixing a flashing hierarchy view. Looks like assets continuing to stream in causing the object change notification to continue to fire, and the widget designer refreshed any time it happened. Now limit to only if widgets are changing.
Change 3349420 on 2017/03/16 by Alex.Delesky
#jira UE-40720 - Multiline editable text boxes can now be set to Read-Only.
Change 3349548 on 2017/03/16 by Alexis.Matte
Fbx importer, when importing a staticmesh with combine mesh option check and the fbx file contain some "MultiSub Material" the materialinstance are now always hook properly.
Change 3349818 on 2017/03/16 by Cody.Albert
Fixed constructor for FNavigationMetaData
Change 3350047 on 2017/03/16 by Cody.Albert
Removed unneeded check so that children actors are never orphaned when their parent is moved into a newly created folder in the world outliner
Change 3350072 on 2017/03/16 by Arciel.Rekman
ShaderCompiler: make sure strings are at least 4-byte aligned.
- Can crash wcscpy() under Linux otherwise (reported by a licensee).
Change 3350146 on 2017/03/16 by Arciel.Rekman
Fix CodeLite project generation (UE-42921).
- Reportedly causes a crash in CodeLite 10.x
Change 3350235 on 2017/03/16 by Arciel.Rekman
Fix memory leak in address symbolication on Linux.
- Makes MallocProfiler work again.
- Also add progress update in MallocProfiler since symbolication is still slow.
Merging CL 3338764 from Fortnite to Dev-Editor.
Change 3350382 on 2017/03/16 by Arciel.Rekman
Linux: fix incorrect cast of rlimit in i686.
Change 3350471 on 2017/03/16 by Jamie.Dale
Enabling loc dashboard by default for new projects
Change 3350516 on 2017/03/16 by Jamie.Dale
Enabling content hot-reloading by default
Change 3350582 on 2017/03/16 by Cody.Albert
Corrected Widget Interaction Component to use current impact point instead of last impact point
Change 3350945 on 2017/03/16 by Jamie.Dale
Gave FConfigFile::FindOrAddSection API linkage
Change 3351441 on 2017/03/17 by Michael.Dupuis
#jira UE-42843: Fixed Transaction begin/end order issue happening with min slider passing max slider value
Add support for multiple selection value display
Change 3351558 on 2017/03/17 by Michael.Dupuis
#jira UE-42845: Always refresh the detail panel to properly update for selection change, delete, etc.
Change 3351657 on 2017/03/17 by Matt.Kuhlenschmidt
Adding USD Third Party dependencies
Change 3351665 on 2017/03/17 by Matt.Kuhlenschmidt
Added experimental USD Importer Plugin
This plugin supports basic static mesh importing and scene creation of actors using static meshes
Change 3351682 on 2017/03/17 by Matt.Kuhlenschmidt
Enabling USD importer in engine test project for automation tests
Change 3351749 on 2017/03/17 by Alexis.Matte
Make sure the selection proxy is off for the skeletal mesh component. UE4 use the selection outline instead
#jira UE-41677
Change 3351831 on 2017/03/17 by Michael.Dupuis
#jira UETOOL-1102:
Added HSV controls to Color Grading
Some look improvement for RGV/HSV
Color Grading refactor
Group Reset bug fix (relevant only to color grading)
Change 3352041 on 2017/03/17 by Matt.Kuhlenschmidt
Updated USD plugin whitelisting
Change 3352093 on 2017/03/17 by Michael.Dupuis
when FREEZERENDERING is called, stop the foliage culling too
Change 3352211 on 2017/03/17 by Alexis.Matte
Fix the physic asset missing skeleton warning
#jira UE-43006
Change 3352336 on 2017/03/17 by Alexis.Matte
We now allow a negative W value of the ScreenPoint vector in the ScreenToPixel function. In this case we simply reverse the W value to kept the manipulator direction on the good side.
#jira UE-37458
Change 3352947 on 2017/03/17 by Phillip.Kavan
#jira UE-42510 - Instanced static mesh transform edits are now reflected in the Blueprint editor's preview scene.
Change summary:
- Added IPropertyHandle::GetValueBaseAddress() (interface).
- Modified IPropertyHandle::NotifyPostChange() to include EPropertyChangeType as an optional input.
- Added FPropertyHandleBase::GetValueBaseAddress() (implementation).
- Modified FPropertyHandleBase::NotifyPostChange() to include the optional input arg in the property change event.
- Modified FPropertyHandleBase::CreatePropertyNameWidget() to clear the override text after temporarily replacing display name/tooltip text for the creation of the SPropertyNameWidget. This was done to allow for transactions to be named according to the property that's being modified.
- Modified FMathStructProxyCustomization::OnValueCommitted() to only apply the input value while not interactively editing via spinbox as well as when not post-processing an undo/redo (which can trigger a focus loss).
- Modified the FMathStructProxyCustomization::OnEndSliderMovement() delegate to include property handle and proxy value input parameters, as well as to call FlushValues() as part of the implementation.
- Modified FlushValues() for each of FMatrixStructCustomization, FTransformStructCustomization and FQuatStructCustomization to explicitly handle both propagation and transaction processing.
- Modified UInstancedStaticMeshComponent::UpdateInstanceTransform() to call Modify() prior to applying changes (so that the previous state is recorded when inside a transaction context).
- Modified FInstanceStaticMeshSCSEditorCustomization::HandleViewportDrag() to propagate changes to all instances of the ISMC archetype.
Known issues:
- Using the spinbox to edit instanced mesh transform values in the Blueprint editor will not apply the change to instances in the level editor until after you release the mouse button (i.e. - it will not be shown as a "live" update).
Change 3353678 on 2017/03/20 by Michael.Dupuis
properly unfreeze the culling of foliage when toggling the freezerendering command
Change 3353747 on 2017/03/20 by Matt.Kuhlenschmidt
PR #3372: Git plugin: fix update status on directories hotfix (still) slightly broken in master (UE4.16) (Contributed by SRombauts)
Change 3353749 on 2017/03/20 by Matt.Kuhlenschmidt
PR #3373: Git Plugin: hotfix for regression off Visual Diffs with older version of Git in master (UE4.16) (Contributed by SRombauts)
Change 3353754 on 2017/03/20 by Matt.Kuhlenschmidt
PR #3390: Allow OBJ imports to change if materials and textures are also imported (Contributed by mmdanggg2)
Change 3353909 on 2017/03/20 by Matt.Kuhlenschmidt
Fixed actors showing thumbnails in details panel and made a few other tweeks to thumbnail displays in details panels
- The color of the accepted type is now shown properly
- All object based properties now have thumbnails on by default.
Change 3353948 on 2017/03/20 by Nick.Darnell
UMG - Updating the background blur widget's upgrade code to use the custom version, and handling older cases that were continuing to generate blur slots, even when already upgraded.
Change 3354335 on 2017/03/20 by Nick.Darnell
Paragon - Excluding Archetype objects from reporting references, which causes crashes in the fast template mode.
Change 3354495 on 2017/03/20 by Nick.Darnell
Core - Making it so order that outers are discovered does not matter, initializing the chain of outers if hasn't been created when instancing subobjects.
Change 3354578 on 2017/03/20 by Nick.Darnell
Slate - There's now a console variable option, Slate.VerifyHitTestVisibility (off by default) which enables additional visibility checks for widgets. Normally this isn't nessesary, but if you're changing the visibility of widgets during a frame, and several hit tests need to be performed that frame there's a chance that a button could be clicked twice in one frame. Enabling this mode will make all hit testing more expensive, so for now it's off by default, but available for licensees that need the extra testing.
Change 3354737 on 2017/03/20 by Nick.Darnell
Core - Adding a fix to Dev-Editor from that enables objects in the same package being requested to also be loaded. This came about during async streaming callbacks alerting that a requested class was done loading, but there were still other assets in the package 'not loaded' but were available, just needed post load called on them.
Change 3355923 on 2017/03/21 by Yannick.Lange
VR Editor: - Remove unnecessary cleanup functions.
- Initialize with VR Mode and remove SetOwner function, since it shouldn't be possible to reset the VR Mode afterwards.
Change 3355959 on 2017/03/21 by Yannick.Lange
VR Editor: - Rename VREditorWorldInteraction to VREditorPlacement, to avoid confusion with ViewportWorldInteraction. VREditorPlacement will only handle placing objects from content browser in the VR Mode.
- Removed SnapSelectedActorsToGround to VREditorMode.
Change 3355965 on 2017/03/21 by Yannick.Lange
VR Editor: Forgot to add files to previous submit 3355959.
Change 3355977 on 2017/03/21 by Yannick.Lange
VR Editor: Remove function to add a new extension with TSubclassOf<UEditorWorldExtension>.
Change 3356017 on 2017/03/21 by Yannick.Lange
VR Editor: - UI system check owner VRMode.
- UI system fix check on VRMode on shutdown.
Change 3356028 on 2017/03/21 by Nick.Darnell
Slate - SButton now correctly releases mouse capture even if it becomes disabled while pressed, but before 'click' has been fired.
#jira UE-42777
Change 3356071 on 2017/03/21 by Yannick.Lange
VR Editor: Copy of change 3353663.
- Fix having to press once on the landscape to see the visuals for landscape editing.
- Fix when sculpting/painting the position wouldn't update.
- Fix inverted action for brushes while holding down shift or modifier on motioncontroller.
- Cleanup FLandscapeToolInteractorPosition.
- Change from 3353663: Use TStrokeClass::UseContinuousApply and TimeSinceLastInteractorMove to decide when to apply ToolStroke on tick.
Change 3356180 on 2017/03/21 by Michael.Dupuis
Added ShowFlag Foliage Occlusion Bounds
Fixed non initialized variable
Expose changing Min Occlusion Bounds instead of assuming 6
#rn none
Change 3356347 on 2017/03/21 by Nick.Darnell
UMG - Introducing a faster CreateWidget. When cooking, the widget compiler now generates a widget template/archetype that is stored in the same package as the generated blueprint class. During compiling we generate a nearly fully initialized widget tree including all sub userwidgets and their trees, hookup all member variables, initialize named slots, setup any animations...etc. This nearly fully constructed widget can be instanced using it as an archetype in the NewObject call, and does not have to use the correspondingly slow StaticDuplicateObject path. There are restrictions on this method, part of the compiling step for widgets now inspects if the instancing would be successful, or if there would be GLEO references after instancing because a user forgot to setup Instanced on a subobject property. Luckily that should be few and far between, all UVisuals (Widgets & Slots) are now DefaultToInstanced, which takes care of the overwhelming cases that demand the instanced flag. Especially given the bulk of cases using BindWidget in native code.
UMG - Removing a lot of deprecated functions from 4.8 on UUserWidget.
Change 3356357 on 2017/03/21 by Nick.Darnell
Build - Fixing some IWYU issues on the incremental build.
Change 3356461 on 2017/03/21 by Nick.Darnell
Build - Fixing linux build errors.
Change 3356468 on 2017/03/21 by Jamie.Dale
STextPropertyEditableTextBox now handles empty texts correctly
Change 3356916 on 2017/03/21 by Matt.Kuhlenschmidt
Fixed a crash when a material render proxy on a preview node is deleted when it is in flight on the render thread
#jira UE-40556
Change 3357033 on 2017/03/21 by Alexis.Matte
Fix crash when importing file with import commandlet
Make sure path are combine properly to avoid crash
Add some missing pointer check
Make sure the asset are save when there is no source control
#jira UE-42334
Change 3357176 on 2017/03/21 by Alex.Delesky
#jira UE-42445 - TMaps now support editing the values of structs that act as map keys. TMaps with struct keys will now show the types of their elements in the details panel as well, and structs will now also display numbers next to set elements.
Change 3357197 on 2017/03/21 by Alex.Delesky
#jira none - Fixing build issue for TMap key struct change.
Change 3357205 on 2017/03/21 by Michael.Dupuis
Forgot to reset min granularity to 6 from testing
Change 3357340 on 2017/03/21 by Arciel.Rekman
Mark FMallocAnsi (standard libc malloc) thread-safe on Linux.
Change 3357413 on 2017/03/21 by matt.kuhlenschmidt
Added '/Game/Effects/Fort_Effects/Materials/Smoke/M_Main_Smoke_Puff.M_Main_Smoke_Puff' to collection 'MattKTest'
Upgraded collection 'MattKTest' (was version 1, now version 2)
Change 3357505 on 2017/03/21 by Alexis.Matte
Fix to avoid changing the CDO of FbxAssetImportData. The UI was saving the Config which was saving the CDO. But already serialized data will be reload badly if the CDO change since we serialize only the diff.
#jira UE-42947
Change 3357825 on 2017/03/21 by Arciel.Rekman
Clean up the large thread pool on exit.
- Seems like the destruction was missed in the original CL 2785131 (12/1/15).
- Fixes problems when threads were allocated in memory that is being cleaned up in another place on exit.
Change 3358086 on 2017/03/22 by Yannick.Lange
VR Editor: - Fix gizmo scaling down when dragging the world.
- Fix gizmo scaling down when dragging rotation handle.
Change 3358175 on 2017/03/22 by Andrew.Rodham
Sequencer: Made ALevelSequenceActor::AdditionalEventReceivers advanced display
Change 3358367 on 2017/03/22 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3358457 on 2017/03/22 by Yannick.Lange
VR Editor: Deleting unused UI assets.
Change 3358801 on 2017/03/22 by Matt.Kuhlenschmidt
Guard against crash if the level editor is shut down when the object system has already been shut down
#jira UE-35605
Change 3358897 on 2017/03/22 by matt.barnes
Checking in WIP test content for UEQATC-1635 (UMG Navigation)
Change 3358976 on 2017/03/22 by Alex.Delesky
#jira none - Fixing an issue where ItemPropertyNode could potentially dereference a null property
Change 3358987 on 2017/03/22 by Yannick.Lange
VR Editor: Fix warning: Can't find file for asset '/Engine/VREditor/UI/VRButtonBackground' while loading ../../../Engine/Content/VREditor/Devices/Vive/VivePreControllerMaterial.uasset.
Change 3359067 on 2017/03/22 by Yannick.Lange
VR Editor: Fix Radial Menu remains on controller after exiting VR Preview
#jira UE-42885
Change 3359179 on 2017/03/22 by Matt.Kuhlenschmidt
Fixed "Multiple Values" in Body Setup when single bone has multiple bodies
#jira UE-41546
Change 3359626 on 2017/03/22 by Arciel.Rekman
Linux: pool OS allocations.
- Add a TMemoryPool and TMemoryPoolArray classes that can be used with any type of OS allocator functions.
- Add ability to bypass CachedOSPageAllocator for given sizes. Also, corrected the condition on AllocImpl to match one on FreeImpl.
- Switch Linux to pool mmap()/munmap() by default (helps 32-bit Linux and also speeds up 64-bit one), except 64-bit servers.
- Add a test to TestPAL to check performance and thread safety.
- Misc. fixes.
Change 3359989 on 2017/03/23 by Andrew.Rodham
Sequencer: Binding overrides improvements
- Added the ability to override spawnable bindings
- Added the ability to override bindings in sub sequences
- Deprecated "Get Sequence Bindings" node in favor of "Get Sequence Binding", which is more robust, and provides a better UI/UX for selecting single bindings
#jira UE-42470
Change 3360369 on 2017/03/23 by Alexis.Matte
Fix the staticmesh conversion from UE4 4.13 to earlier UE4 versions
#jira UE-42731
Change 3360556 on 2017/03/23 by Andrew.Rodham
Sequencer: Added drag/drop support for binding overrides
- You can now drag and drop sequencer object binding nodes into blueprint graphs (to create 'Get Sequence Binding' nodes), and onto binding overrides specified on level sequence actors.
Change 3360618 on 2017/03/23 by Arciel.Rekman
Make Binned2 work on Mac.
- Game/server will use Binned2 by default.
Change 3360838 on 2017/03/23 by Nick.Darnell
CommonUI - Making the SingleMaterialStyleMID property transient. It had been serialized mistakenly onto several widgets when it appears the intent is to dynamically allocate it upon demand.
Change 3360841 on 2017/03/23 by Nick.Darnell
UMG - Updating the editor to use DuplicateAndInitializeFromWidgetTree, so that Initialize is properly called when duplicating sub widget trees.
Change 3362561 on 2017/03/24 by Matt.Kuhlenschmidt
Fixed text outlines being cropped at large sizes
#jira UE-42647
Change 3362565 on 2017/03/24 by Matt.Kuhlenschmidt
Added automation test for font outlines
Change 3362567 on 2017/03/24 by Matt.Kuhlenschmidt
Resaved this file to fix 0 engine version warnings
Change 3362582 on 2017/03/24 by Yannick.Lange
VR Editor: - Fix log warnings when teleporting.
- Fix undo/redo when using teleport scaling.
- Improved teleport scaling and push/pull input.
#jira UE-43214
Change 3362631 on 2017/03/24 by Jamie.Dale
Split the monolithic culture concept in UE4
UE4 has historically only supported the concept of a single monolithic "culture" that applied to both text localization and internationalization, as well as all asset localization. Typically the "culture" was set to the "locale" of the OS, however that could be undesirable or incorrect on platforms (such as newer versions of Windows) that have a distinct concept of "language" (for localization) and "locale" (for internationalization).
This change splits the concept of "culture" into "language" and "locale", and also adds the concept of "asset groups". The language is now used to work out which localization we should use, and the locale is used to control how numbers/dates/times/etc are formatted within our internationalization library.
Asset groups expand on the language used by asset localization and allow you to create a group of asset classes that can be assigned a different culture than the main game language. A typical use-case of this would be creating an "audio" group that could, for example, be set to Japanese while the rest of the game runs in English.
If your game doesn't care about the distinction between language and locale, and doesn't need to use asset groups, then you're able to continue to use "culture" as you always have. If, however, you do care about those things, then you'll likely want to avoid using the "culture" directly (as it's now a very aggressive setting that overrides all others), and instead favor using language/locale (games will typically treat these as the same) and asset groups as separate concepts (both in settings, and in your in-game UI).
The language or locale for a game can be controlled by settings within the "Internationalization" section of your configs (this would typically be set in your GameUserSettings config, in the same way that "culture" works), eg)
[Internationalization]
language=fr
locale=fr
The asset groups for a game can be controlled by settings within the "Internationalization.AssetGroupClasses" and "Internationalization.AssetGroupCultures" sections of your configs (the asset group class definition would typically be set in your DefaultGame config, and the cultures the groups use would typically be set in your GameUserSettings config), eg)
[Internationalization.AssetGroupClasses]
+Audio=SoundWave
+Audio=DialogueWave
[Internationalization.AssetGroupCultures]
+Audio=ja
#jira UE-38418
#jira UE-43014
Change 3362798 on 2017/03/24 by Nick.Darnell
UMG - Putting the finishing touches on the hardware cursor system. Can now load them from blueprints, and there are options for setting them up in the project settings.
UMG - Deprecating the old properties for software widget cursors. They've been moved into a map that can handle any of the mouse cursors as the enum key, which was always the intent/desire but maps couldn't be used as UProperties then.
Change 3362805 on 2017/03/24 by Jamie.Dale
PR #3397: Allow empty source to override display string (Contributed by jorgenpt)
Change 3363039 on 2017/03/24 by Jamie.Dale
Use the pre-scaled font height where possible to avoid an extra multiply
Change 3363188 on 2017/03/24 by Joe.Graf
Added support for -iterate for content plugins that require path remapping during cook/packaging
#CodeReview: matt.kuhlenschmidt
#rb: matt.kuhlenschmidt
Change 3363355 on 2017/03/24 by Nick.Darnell
UMG - Removing the CookAdditionalFiles function in UserInterfaceSettings.
Change 3363672 on 2017/03/24 by Matt.Kuhlenschmidt
Material thumbnails now respect used particle system sprites flag and show a quad insead of a sphere by default. For this change I added the ability to have per asset type override for the default thumbnail shape and I added a way to reset thumbnails to default. All existinging particle system materials that have not had a custom thumbnail will have to be reloaded and resaved for this to work
#jira UE-42410
Change 3363699 on 2017/03/24 by Mike.Fricker
VR Editor: Improved extensibility (for mesh editor)
- This was merged from CL 3352612 and re-opened for edit before commit
- All mesh editor changes were stripped before merging
Change 3363784 on 2017/03/24 by Matt.Barnes
Adding content for tests following UEQATC-3548
Change 3363872 on 2017/03/24 by Arciel.Rekman
Linux: require user to setup clang/clang++ for building hlslcc.
- Earlier we tried to handle most common scenarios since libhlslcc needed to be built during the setup. Now that we supply a prebuilt version we don't need to be as user friendly, especially given that the attempts to second guess the compiler started to look complicated.
Change 3364089 on 2017/03/24 by Matt.Kuhlenschmidt
Fix CIS
Change 3364381 on 2017/03/24 by JeanMichel.Dignard
UV Packing optim
- Use horizontal segments instead of checking texel by texel to fit source chart in layout.
- Skip a couple of rasterize by flipping either the X texels or the Y texels when possible.
- Keep the best chart raster so that we don't need to reraster when adding the chart to the layout.
- Added a lightmap UV version in StaticMesh so that we don't invalidate the lighting cache. Only use the new lightmap UV generation when going through UStaticMesh::Build which invalidates the lighting.
Change 3364587 on 2017/03/24 by Arciel.Rekman
Fix ordered comparison warning from clang 4.0.
Change 3364596 on 2017/03/24 by Arciel.Rekman
Linux: fix editor being stuck (hack).
- Rebuilt hlslcc in Debug.
Change 3364863 on 2017/03/25 by Max.Chen
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3364864 on 2017/03/25 by Max.Chen
Sequencer: Integrating fix from licensee to ensure FVirtualTrackArea::HitTestSection checks the row of the section
Change 3364865 on 2017/03/25 by Max.Chen
Cine Camera: Default post process depth of field method to CircleDOF and use that setting in UpdateCameraLens.
#jira UE-40621
Change 3364866 on 2017/03/25 by Max.Chen
GitHub #3183: Conversion to base class is inaccessible.
Change 3364869 on 2017/03/25 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The setting is only used to initialize the time snapping interval of the level sequence. Added translate keys with ctrl and left-right arrows.
#jira UE-41009
#jira UE-41210
Change 3364870 on 2017/03/25 by Max.Chen
Sequencer: Added translate keys with ctrl and left-right arrows.
#jira UE-41210
Change 3364871 on 2017/03/25 by Max.Chen
Sequencer: Add level sequence actor customization to open sequencer from the details panel. For matinee parity.
#jira UE-41459
Change 3364879 on 2017/03/25 by Max.Chen
Sequencer: Duplicate shot should put the duplicate on the next available row, keeping the start/end times the same.
#jira UE-41289
Change 3364880 on 2017/03/25 by Max.Chen
Sequencer: Opening the API for MovieSceneAudio-related classes along with some minor functionality additions:
- Adding _API specifiers to MovieSceneAudioTrack, MovieSceneAudioSection, and FAudioTrackEditor so they can be subclassed in other modules.
- Made GetSoundDuration function in MovieSceneAudioTrack.cpp a member function so it's functionaliy could be reused by subclasses.
- Adding ability to specify delegates for OnQueueSubtitles, OnAudioFinished, and OnAudioPlaybackPercent in a MovieSceneAudioSection, and have them automatically assigned to any AudioComponents that are played by the MovieSceneAudioTemplate
Change 3364884 on 2017/03/25 by Max.Chen
Sequencer fbx import
- Removed the PostRotation compensation as it was setuped for 3ds max.
- On import, add a rotation to camera and light animation keys like we do on export.
- Merge the component local transform with the ActorNode transform when exporting only one component that isn't the root component in fbx since we're not creating child nodes in that case.
#jira UE-34692
Change 3364885 on 2017/03/25 by Max.Chen
Sequence Recorder: Fix crash when clearing properties to record.
#jira UE-41873
Change 3364886 on 2017/03/25 by Max.Chen
Sequencer: Add error when attempting to add a circularly dependent level sequence
#jira UE-22358
Change 3364890 on 2017/03/26 by Max.Chen
Sequencer: Added ability to specify a 'notify' function to property instance bindings
- When specified, the (parameterless) function will be called after a property is set
Change 3364891 on 2017/03/26 by Max.Chen
Sequencer: Various fixes to thumbnails
- Fixed alpha blending being used when presenting the full screen quad for thumbnails
Change 3364892 on 2017/03/26 by Max.Chen
Sequencer: PreRoll and PostRoll is now exposed at the section level, for all sections
- For the majority of sections this will be unimplemented, but it will allow for some tracks to set up their data ahead of time
Change 3364896 on 2017/03/26 by Max.Chen
Sequencer: Add segment flags to equality operator for movie scene evaluation segments
- This prevents them from being accumulated into adjacent segments of the same index and forced time, but differing flags
Change 3364897 on 2017/03/26 by Max.Chen
Sequencer: Fixed "Evaluate in preroll" and "Evaluate in Postroll" options
- Pre and postroll flags now come through on compiled segments, so the previous manual logic for sub sections is obsolete; we can just use the compiled segment data directly.
Change 3364898 on 2017/03/26 by Max.Chen
Sequencer: Moved track options to be accessible on all nodes, and operate on all selected tracks
Change 3364902 on 2017/03/26 by Max.Chen
Sequencer: Ensure evaluation flags are considered when compiling segments from external sequences
- This ensures that preroll regions in sub sequences are correctly evaluated when their parent section has preroll
- Changed high pass blending to always allow preroll
Change 3364903 on 2017/03/26 by Max.Chen
Engine: Moved proxy mesh transform update out of camera view computation code
- GetCameraView can happen as part of end of frame updates, which will assert if any changes of transform happen during its processing
Change 3364908 on 2017/03/26 by Max.Chen
Sequencer: Added visualization of pre and postroll on sections
Change 3364909 on 2017/03/26 by Max.Chen
Sequencer: Prevent MovieSceneCompiler from removing preroll segments
Change 3364910 on 2017/03/26 by Max.Chen
Sequencer: MediaPlayer PreRoll/PostRoll fix
- Handle PreRoll/PostRoll on sub scenes that have a start offset
Change 3364922 on 2017/03/26 by Max.Chen
Sequencer: Add check for valid property before dereferencing.
#jira UE-40951
Change 3364923 on 2017/03/26 by Max.Chen
Sequencer: Fix MovieScene preroll so that it seeks to the start correct frame before the preroll.
Change 3364924 on 2017/03/26 by Max.Chen
Sequencer - change default behavior for pre/post roll evaluation
- MovieSceneTracks are NOT evaluated by default
Change 3364925 on 2017/03/26 by Max.Chen
Sequencer: Shot track rows now consider pre and post roll when being compiled
Change 3364926 on 2017/03/26 by Max.Chen
Sequencer: Added the ability to define shared execution tokens, identifyable with a unique identifier, and sortable based on a sort order (<=0: before standard tokens, >0: after other tokens)
Change 3364927 on 2017/03/26 by Max.Chen
Sequencer: Added the ability to selectively restore state for specific anim type IDs for a given object
- This allows us to specifically restore one particular type of animation for a given object (ie, transform, skeletal animation control, or motion blur)
Change 3364928 on 2017/03/26 by Max.Chen
Sequencer: Fixed sub-sub tracks not being present in master sequences
- In order to correctly handle preroll in inner-inner sequences, we need to have access to those tracks when compiling intermediate sub sections. By caching off all the inner templates, we can have access to these tracks to check whether they want to be evaluated in pre/post roll in the master sequence
Change 3364937 on 2017/03/26 by Max.Chen
Sequencer: Update cine camera component debug focus plane on tick, rather than in GetCameraView
#jira UE-41332
Change 3364938 on 2017/03/26 by Max.Chen
Sequencer: Fix crash inserting a level sequence with an invalid shot.
#jira UE-41481
Change 3364940 on 2017/03/26 by Max.Chen
Sequencer: Made handling of pre and post roll more consistent between explicit section pre/post roll and pre/post roll inherited from an outer sub section
Change 3364942 on 2017/03/26 by Max.Chen
Movie Scene Capture: Move EDL generation to setup instead of close to ensure it gets written out when capturing as a separate process.
#jira UE-41703
Change 3364943 on 2017/03/26 by Max.Chen
Sequencer: Prevent capturing movies in editor while a PIE session is running
#jira UE-41399
Change 3364944 on 2017/03/26 by Max.Chen
CIS fixes
Change 3364951 on 2017/03/26 by Max.Chen
Sequencer: Fix autokey not setting a keyframe for slate color with specified color.
#jira UE-41645
Change 3364952 on 2017/03/26 by Max.Chen
Sequencer: Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row
#jira UE-41684
Change 3364953 on 2017/03/26 by Max.Chen
Sequencer: Fix edl so that it doesn't write out when a shot is out of range. Also fixed not writing the EDL with the correct frame rate when exporting from the track. Reworked the cmx EDL so that its encoded in the same edit time space, including a blank slug at the beginning of the edit.
#jira UE-41925
Change 3364954 on 2017/03/26 by Max.Chen
Sequencer - Allow animating parameters on cascade effect components which aren't owned by an AEmitter.
Change 3364955 on 2017/03/26 by Max.Chen
Sequencer: Fixed sequencer anim instance not being used in the case where one was requested, but a different anim instance was already set
This fixes an issue when rendering in seaprate process, animations that were set up to use the sequencer instance would be controlled using montage animation instead.
Change 3364963 on 2017/03/26 by Max.Chen
Sequencer: Fix filtering to include child nodes.
#jira UE-42068
Change 3364964 on 2017/03/26 by Max.Chen
Sequencer: Enable UseCustomStartFrame and UseCustomEndFrame when rendering a single shot from the menu.
#jira UE-42021
Change 3364965 on 2017/03/26 by Max.Chen
Sequencer: Set the fade color in the track display
Change 3364966 on 2017/03/26 by Max.Chen
Sequencer: Show actor attached to label in attach section.
Change 3364967 on 2017/03/26 by Max.Chen
Sequencer: Fix static analysis warnings
Change 3364968 on 2017/03/26 by Max.Chen
Sequencer: Fix crash on converting to spawnable.
The previous implementation purported to allow null objects to set up spawnable defaults but it actually needed to compare the spawned object to the supported type. This new mechanism now allows the spawner to indicate that it accepts null objects and doesn't crash.
#jira UE-42069
Change 3364969 on 2017/03/26 by Max.Chen
Sequencer: Fixed crash caused by holding onto stale properties through a raw ptr
#jira UE-42072
Change 3364977 on 2017/03/26 by Max.Chen
Sequencer: Convert FLinearColor to FColor for fade.
#jira UE-41990
Change 3364978 on 2017/03/26 by Max.Chen
Sequencer: Limit GetAllSections to the sections that actually correspond to the track
#jira UE-42167
Change 3364979 on 2017/03/26 by Max.Chen
Sequencer: Filter root nodes too
#jira UE-42068
Change 3364980 on 2017/03/26 by Max.Chen
Sequencer: Filter relevant material parameters
#jira UE-40712
Change 3364982 on 2017/03/26 by Max.Chen
Sequencer: Remove audio range bounds which clamps to the section bounds (needed for evaluating in pre and post roll)
Change 3364983 on 2017/03/26 by Max.Chen
Sequencer: Add socket name to attach track section.
Change 3364984 on 2017/03/26 by Max.Chen
Sequencer: Fix sub track node deletion so that all the sub tracks aren't deleted, only the row being requested.
#jira UE-40955
Change 3364988 on 2017/03/26 by Max.Chen
Sequencer: Invalidate expired objects when blueprints are compiled. Fix actor references now handles sections that need to have their guids updated (ie. attach tracks).
Change 3364994 on 2017/03/26 by Max.Chen
Sequencer: Audio waveforms now show peak samples with smoothed RMS in the center
- Audio row heights are now also resizable by dragging on the bottom end of the track lane in the track area view
Change 3364995 on 2017/03/26 by Max.Chen
UMG: Fix crash on undo
#jira UE-42210
Change 3365000 on 2017/03/26 by Max.Chen
Sequencer: Fix crash from GetCurrentValue.
Change 3365001 on 2017/03/26 by Max.Chen
Sequencer: Split "Snap to the Dragged Key" option into two options, pressed key and dragged key.
#jira UE-42382
Change 3365002 on 2017/03/26 by Max.Chen
Sequencer: Downgraded check to ensure for FMovieSceneEvalTemplateBase::GetScriptStructImpl()
Change 3365003 on 2017/03/26 by Max.Chen
Sequencer: Fixed section template script struct
- Because the cpp is not parsed by UHT, the empty template had its parent struct, rather than its own
- We now just return null, and handle empty segments correctly in the segment remapper as part of the track compilation
Change 3365013 on 2017/03/26 by Max.Chen
Sequencer: Added data validation on compiled template loads, and extra guards against misuse of movie scene types
Change 3365014 on 2017/03/26 by Max.Chen
Sequencer: Sequencer now re-evaluates when starting PIE or Simulate
- This can be disabled by disabling "Bind Sequencer to PIE" and "Bind Sequencer to Simulate" in PIE advanced settings
Change 3365015 on 2017/03/26 by Max.Chen
Sequencer: Fix edl files so that they don't write out empty range shots
Change 3365017 on 2017/03/26 by Max.Chen
Sequencer: Set max tick rate when in game.
#jira UE-41078
Change 3365018 on 2017/03/26 by Max.Chen
Sequencer: When finishing a scrub, playback status is now correctly set to stopped rather than stepping
- This fixes a hack that was previously in place from the old PostTickRenderFixup that caused it to run that step after scrubbing bad finished. This is no longer necessary, and actually breaks clicking to set the scrub position, as it now means that we step across the entire range between the previous and current time.
Change 3365022 on 2017/03/26 by Max.Chen
Sequencer: Insert shot now creates a shot at the current time and puts it on the next available row.
#jira UE-41480, UE-27699
Change 3365023 on 2017/03/26 by Max.Chen
Sequencer: Add loop selection range. If there is no selection range, loop mode is restricted to loop or no loop.
#jira UE-42285
Change 3365029 on 2017/03/26 by Max.Chen
Sequencer: Add hotkeys to set the selection range to the next and previous shot (page up, page down). Also, added hotkey to set the playback range to all the shots (end)
Change 3365030 on 2017/03/26 by Max.Chen
Sequencer: Fix particle system restore state so that it gets the proper initial active state of the particle system.
#jira UE-42861, UE-42859
Change 3365031 on 2017/03/26 by Max.Chen
Sequencer: Snap time when changing time snapping intervals.
#jira UE-42590
Change 3365032 on 2017/03/26 by Max.Chen
Sequencer: Add When Finished state to sections. By default, sections now restore state.
#jira UE-41991, UE-31569
Change 3365033 on 2017/03/26 by Max.Chen
#jira UE-42028 "DialogueWave playback calls OnQueueSubtitles multiple times"
Only queue subtitles once per wave instance playback
Change 3365041 on 2017/03/26 by Max.Chen
Sequencer: Subscene hierarchical bias
Tracks can now be prioritized based on their subscene hierarhical bias value. Higher bias values take precedence.
#jira UE-42078
Change 3365042 on 2017/03/26 by Max.Chen
Sequencer: Generic paste menu for master (root) tracks.
Change 3365043 on 2017/03/26 by Max.Chen
Sequencer: Hierarchical bias for level visibility track
#jira UE-43024
Change 3365044 on 2017/03/26 by Max.Chen
Sequencer: Prevent throttling on editing keys/sections.
Change 3365045 on 2017/03/26 by Max.Chen
Sequencer: Set sequencer audio components bIsUISound to false so that they don't continue playing when the game is paused.
#jira UE-39391
Change 3365046 on 2017/03/26 by Max.Chen
Sequencer: Add missing BindLevelEditorCommands()
Change 3365049 on 2017/03/26 by Max.Chen
Sequencer: Set tick prerequites for spawnables when they are spawned.
#jira UE-43009
Change 3365050 on 2017/03/26 by Max.Chen
Sequencer: Jump to Start and End of playback shortcuts.
Rewind renamed to Jump to Start. Shortcut - up arrow.
Jump to End Shortcut - ctrl up arrow.
#jira UE-43224
Change 3365051 on 2017/03/26 by Max.Chen
Sequencer: Add last range to playback
Change 3365057 on 2017/03/26 by Max.Chen
Sequencer: Fix master sequence subscene generation times.
Change 3365058 on 2017/03/26 by Max.Chen
Sequencer: Fix paste so that it doesn't paste both onto object nodes and master tracks.
Change 3365059 on 2017/03/26 by Max.Chen
Sequencer: Fix crash pasting audio track.
Change 3365060 on 2017/03/26 by Max.Chen
Sequencer: Cache player fade state so that restore state will return the values to the pre animated state.
#jira UE-43313
Change 3365061 on 2017/03/26 by Max.Chen
Sequencer: Filter hidden functions. This fixes a bug where the field of view property for a cinematic camera appears to be animatable. It should be hidden just like it is in the property editor.
#jira UE-41461
Change 3365065 on 2017/03/26 by Max.Chen
Sequencer: Support component hierarchies when drawing animation paths
#jira UE-39500
Change 3365066 on 2017/03/26 by Max.Chen
Sequencer: Refine pause behaviour in sequencer to always evaluate the next frame
- This ensures that we get a full frame's worth of evaluation so that the paused frame is of a good quality (and avoids us evaluating a tiny range)
Change 3365075 on 2017/03/26 by Max.Chen
Sequencer: Fix add shot not setting next row.
Change 3365076 on 2017/03/26 by Max.Chen
Sequencer: Export MovieSceneTrackEditor
#jira UE-41641
Change 3365472 on 2017/03/27 by Yannick.Lange
VR Editor landscape. Back out changelist 3356071 with new proper fixes.
CL 3356071 introduced another bug and it wasn't correct because of removing FLandscapeToolInteractorPosition. This changelist fixes the same and additional bugs for VREditor Landscape mode.
- Fix when sculpting/painting the position wouldn't update.
- Fix inverted action for brushes while holding down shift or modifier on motioncontroller.
- Fix VREditor Landscape Texture Painting does not paint continuously
- Fix having to press once on the landscape to see the visuals for landscape editing.
- Removed Interactor parameter from BeginTool.
#jira UE-42780, UE-42779
Change 3365497 on 2017/03/27 by Matt.Kuhlenschmidt
Fix texture importing when an FBX file incorrectly reports absolute path as relative. First we try absolute, then we try fbx reported relative, then we try relative to parent FBX file.
Change 3365498 on 2017/03/27 by Matt.Kuhlenschmidt
Fix attempting to load a package in FBX scene import when the import path is empty. This greatly reduces FBX scene import time
Change 3365504 on 2017/03/27 by Yannick.Lange
VR Editor landscape fix ensure in when starting to paint/sculpt. Mousemove on tool should only be called when the tool is actually active, not when hovering.
Change 3365551 on 2017/03/27 by Matt.Kuhlenschmidt
PR #3425: Added Scrollbar customization to SComboBox (Contributed by Altrue)
#jira UE-43338
Change 3365580 on 2017/03/27 by Matt.Kuhlenschmidt
PR #3409: Add support for per-Category filtering in Output Log (Contributed by thagberg)
Change 3365672 on 2017/03/27 by Andrew.Rodham
Sequencer: Preanimated state producers can now produce null tokens
- Doing so implies no preanimated state should be saved
Change 3365791 on 2017/03/27 by Andrew.Rodham
Sequencer: Added Material Parameter Collection track
Change 3365806 on 2017/03/27 by Max.Chen
Sequencer: Add option to instance sub sequences.
#jira UE-43307
Change 3365822 on 2017/03/27 by Matt.Kuhlenschmidt
Subdue the output log font color a bit
Change 3365846 on 2017/03/27 by Jamie.Dale
Added package redirection on load/find
Change 3365852 on 2017/03/27 by Jamie.Dale
Adding a way to mark a package as no longer missing
Change 3365896 on 2017/03/27 by Jamie.Dale
Adding GlobalNotification to Slate
This is the guts of the GlobalEditorNotification, so it can be used by code that doesn't link to UnrealEd.
Change 3365900 on 2017/03/27 by Jamie.Dale
Prevent the default cooked sandbox from trying to read non-cooked assets
Change 3366550 on 2017/03/27 by Max.Chen
Sequencer: Fix case
Change 3367301 on 2017/03/28 by Andrew.Rodham
Tests: Added test actor with a variety of properties for testing purposes
Change 3367303 on 2017/03/28 by Andrew.Rodham
Tests: Enabled ActorSequenceEditor plugin in EngineTest project
Change 3367304 on 2017/03/28 by Andrew.Rodham
Tests: Added several functional testing maps for sequencer
- SequencerTest_Properties - tests animating various property types
- SequencerTest_Events - tests basic event triggering functionality (including additional event receivers and event ordering)
- SequencerTest_BindingOverrides - tests overriding possessable and spawnable bindings, along with bindings in sub sequences
- SequencerTest_ActorSequence - tests basic actor sequence functionality
Change 3367465 on 2017/03/28 by Max.Chen
Sequencer: Set Bind Sequencer to PIE off by default, Bind Sequencer to Simulate remains on by default.
Change 3367515 on 2017/03/28 by Matt.Kuhlenschmidt
Guard against visual studio accessor crash
#jira UE-43368
Change 3368118 on 2017/03/28 by Alexis.Matte
Fix the staticmesh conversion from 4.13. There was a error in the LOD loop we where not remapping the LOD 0.
#jira UE-42731
Change 3368485 on 2017/03/28 by Alex.Delesky
#jira UE-42207 - Updated SVN Binaries for MacOSX 64-bit:
- Subversion 1.9.4 -> 1.9.5
- OpenSSL 1.0.2h -> 1.0.2k
- BerkeleyDB 5.3.15 -> 6.2.23
- Java 8u101 -> 8u121
- Sqlite 3.13.0 -> 3.17.0
- Serf 1.3.8 -> 1.3.9
- Swig 3.0.10 -> 3.0.12
- ZLib 1.2.9 -> 1.2.11
Change 3368495 on 2017/03/28 by Alex.Delesky
#jira UE-42207 - Updated SVN Binaries for Windows 64-bit:
- Subversion 1.9.4 -> 1.9.5
- OpenSSL 1.0.2h -> 1.0.2k
- BerkeleyDB 5.3.15 -> 6.2.23
- Java 8u101 -> 8u121
- Sqlite 3.13.0 -> 3.17.0
- Serf 1.3.8 -> 1.3.9
- Swig 3.0.10 -> 3.0.12
- ZLib 1.2.9 -> 1.2.11
Change 3368501 on 2017/03/28 by Alex.Delesky
#jira UE-42207 - SVN Build instructions for Windows and Mac 64-bit libraries, and license files for Mac libraries
Change 3368782 on 2017/03/28 by Nick.Darnell
UMG - Improving some logging for fast widget creation.
Change 3368826 on 2017/03/28 by Nick.Darnell
Slate - Slate Application now maintains seperate tracking for each pointer being utilized for drag drop, so now multiple fingers on multiple widgets can now simultaneously be attempting a drag, however once one of them becomes successful, we clear all state of all other tracking since only one Drag Drop operation is possible at a time.
Slate - bFoldTick is now removed from the codebase, we haven't supported the other (non-folded) code path for awhile, so there was no point in maintaining the switch.
Slate - Users have noticed issues where the cursor does not appear when changing visibility (through toggling the way the cursor appears). This was rooted in how the OS requested cursor changes, WM_SETCURSOR on Windows only asks for new cursors when the mouse moves, but often cursors change just because mouse capture changes. So now the path has been centralized in Slate Tick to only handle the cursor changes in one place, and several places that need to refresh the cursor state, now set a flag to handle it on next tick.
#jira UE-40486
Change 3368917 on 2017/03/28 by Arciel.Rekman
Linux: allow building with clang 4.0.
Change 3369074 on 2017/03/28 by Nick.Darnell
UMG - Fixing some spelling on the hardware cursor tip.
UMG - Changed some checks to ensure now that users can input the wrong data from the editor. Adding some clamping to the editor interface so that users are not tempted to enter incorrect hotspot ranges for their cursors.
#jira UE-43419
#jira UE-43425
Change 3369137 on 2017/03/28 by Max.Chen
Sequencer: Add given master track sets the outer to the movie scene.
Change 3369360 on 2017/03/29 by Andrew.Rodham
Sequencer: Reconciled 3349194 and 3365041 with animphys merge
Change 3369410 on 2017/03/29 by Alexis.Matte
Fix the select filename in the FileDialog "Desktop window platform"
#jira UE-43319
Change 3369475 on 2017/03/29 by Nick.Darnell
PR #3413: UE-37710: Proper scaling of WebBrowserViewport (Contributed by projectgheist)
Modified - you can't use the clip rect to decide on how large you should be.
#jira UE-37710
Change 3369775 on 2017/03/29 by Max.Chen
ControlRig: Fix crash on exit.
#jira UE-43411
Change 3370466 on 2017/03/29 by Nick.Darnell
AsyncLoading - Adding USoundBase to the set of CDOs that have a particular fixed boot order.
StreamableManager - Only showing the duplicate load error in debug builds, it's not a real error.
#jira UE-43409
Change 3370570 on 2017/03/29 by Nick.Darnell
Slate - Fixing a bug with ZOrder being discarded on the SOverlay Slot.
#jira UE-43431
Change 3370644 on 2017/03/29 by Andrew.Rodham
Temporarily disabling sequencer functional test "Event Position"
Change 3370713 on 2017/03/29 by Nick.Darnell
PR #3399: UE-42831: Anchor text ignores scale (Contributed by projectgheist)
#jira UE-43156
#jira UE-42831
Change 3371243 on 2017/03/30 by Arciel.Rekman
Linux: scale OS allocation pool to match memory size.
- Number of distinct VMAs (contiguous virtual memory areas, i.e. mappings done via mmap()) is rather low (~64k)
and we can run out of VMAs earlier than we will run into available memory. Larger pool makes this less likely.
Change 3371262 on 2017/03/30 by Arciel.Rekman
Linux: fix custom present.
- PR #3383 contributed by yaakuro.
Change 3371301 on 2017/03/30 by Arciel.Rekman
Linux: fix copying to a non-existent directory during Setup.
Change 3371307 on 2017/03/30 by Andrew.Rodham
Editor: Added "Resave All" functionality to content browser folders
Change 3371364 on 2017/03/30 by Andrew.Rodham
Sequencer: Level streaming improvements
- Tick prerequisites are now set up when any object binding is resolved, not at the start of the sequence. This unifies code between spawnables and possessables, and allows tick prerequisites to still be set up when levels are streamed in
- Actor references are no longer resolved when a PIEInstance is specified on the package, and it cannot be fixed up to a different ptr than the original. This stops us resolving actors from one world into another.
- Fixed level visibility request getting cleared when the cumulative total was 0 (it should only do this if there are no requests left)
#jira UE-43225
Change 3371365 on 2017/03/30 by Andrew.Rodham
Tests: Sequencer level streaming tests
Change 3371493 on 2017/03/30 by Nick.Darnell
PR #3408: UE-19980: Added FCanExecuteAction to prevent keyboard shortcut. (Contributed by projectgheist)
Change 3371524 on 2017/03/30 by Nick.Darnell
PR #2938: Minor UMG code fixups (Contributed by projectgheist), accepted most of the changes.
Change 3371545 on 2017/03/30 by Nick.Darnell
UMG - Fixing some minor issues with WidgetComponents not properly limiting input depending on what is supported with reguard to hardware input.
Change 3371576 on 2017/03/30 by Matt.Kuhlenschmidt
PR #3433: Fix for the Standalone D3D Slate Shader using the wrong value for the. (Contributed by megasjay)
Change 3371590 on 2017/03/30 by Nick.Darnell
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations.
Change 3371625 on 2017/03/30 by Alexis.Matte
Fix the merge tool material id assignment
#jira UE-43246
Change 3371666 on 2017/03/30 by Nick.Darnell
UMG - Reducing logging, don't need to tell everyone all the time we're using the fast widget path.
Change 3371687 on 2017/03/30 by Arciel.Rekman
Linux: switch to new managed filehandles.
Change 3371778 on 2017/03/30 by Matt.Kuhlenschmidt
Fixed the animation to play property on skeletal meshes being too small to read anything
#jira UE-43327
Change 3372709 on 2017/03/30 by Matt.Kuhlenschmidt
Made slate loading widget / movie play back more thread safe by eliminating Slate applicaiton or the main window from being ticked directly on another thread. We now have a separate virtual window for ticking and painting the loading screen widgets in isolation
Change 3372757 on 2017/03/30 by Nick.Darnell
Paragon - Fixing cases where people were using PostLoad() where really it should have done when the widget was constructed or created. This is a side effect of the FastWidget creation path 'PostLoad()' is not called on newly constructed widgets, though it did before because part of duplicating the WidgetTree, required serialization, which would have called it.
Change 3372777 on 2017/03/30 by Nick.Darnell
Fixing fast widget template cooking so that it does the same logic as Initialize did, centralizing the code to find the first widgetblueprintclass.
Change 3372949 on 2017/03/30 by Nick.Darnell
UMG - Fixing some cooking crashes for the super class.
Change 3373139 on 2017/03/30 by Jeff.Farris
Added TimingPolicy option to WidgetComponent, so widgets can optionally tick in game time rather than real time.
(Copy of CL 3279699 from Robo Recall to Dev-Editor)
Change 3373235 on 2017/03/30 by Nick.Darnell
Fixing a cooking issue, accidentally removed code that was properly loading some needed assets.
Change 3373266 on 2017/03/30 by Matt.Kuhlenschmidt
Made GetMoviePlayer thread safe. Simply accessing GetMoviePlayer is safe now as is checking IsLoadingFinished. However, most of the functions on movie player are only safe from the game thread!
Change 3374026 on 2017/03/31 by Andrew.Rodham
Sequencer: Moved evaluation group registration to IMovieSceneModule
#jira UE-43420
Change 3374060 on 2017/03/31 by Yannick.Lange
VR Editor: Collision on motion controllers in simulate.
Change 3374185 on 2017/03/31 by Nick.Darnell
Attempting to fix the build.
Change 3374232 on 2017/03/31 by Max.Chen
Sequencer: Fix audio not playing in editor
#jira UE-43514
Change 3374322 on 2017/03/31 by Nick.Darnell
UMG - SafeZone widget now has comments, and useful tips. Using the debugging console commands now trigger the broadcast that will cause controls like the SSafeZone widget to resample the display metrics to learn the new safezone ratio.
Change 3374424 on 2017/03/31 by Max.Chen
Updated test content so that the door animation is now set to "Keep State" for the When Finished property.
#jira UE-43519
Change 3374447 on 2017/03/31 by Max.Chen
Sequencer: Notify streaming system prior to camera cuts
By default, this does nothing. Users will need to enable the preroll section of camera cuts for the streaming system to activate prior to cutting to cameras.
#jira UE-42406
Change 3374571 on 2017/03/31 by Andrew.Rodham
Sequencer: Unified global and object-bound pre animated state, added InitializeObjectForAnimation method to state producers
Change 3374578 on 2017/03/31 by Andrew.Rodham
Sequencer: Added unit tests for pre-animated state
Change 3374592 on 2017/03/31 by Max.Chen
Color Customization: Set curve color names.
#jira UE-43405
Change 3374596 on 2017/03/31 by Andrew.Rodham
Corrected documentation comment
Change 3374671 on 2017/03/31 by Matt.Kuhlenschmidt
Fix movie scene audio track not compiling outside of editor
Change 3374689 on 2017/03/31 by Matt.Kuhlenschmidt
Remove the slate thread masquerading as the game thread in IsInGameThread
Change 3374730 on 2017/03/31 by Max.Chen
Sequencer: Add check for null loaded level.
Change 3374732 on 2017/03/31 by Max.Chen
Sequencer: Remove null tracks on postload.
Change 3374737 on 2017/03/31 by tim.gautier
- Updated UMG_Optimization: Adjusted Variable names to resolve compile errors due to Widget Components and Variables sharing names (cannot be done with new compile improvements)
- Set Level Blueprint for TM-UMG back to AllPalettes
Change 3374987 on 2017/03/31 by Nick.Darnell
UMG - Introducing a way to inform the widgets more information about the designer. There's now a DesignerChanged event sent to all design time widgets letting them know things like the current screen size and DPI scale.
UMG - The SafeZone widget will now show the correct safe zone amount if you use the safezone command line options, which are now documented in the comment for the USafeZone class.
Change 3375599 on 2017/03/31 by Max.Chen
Cine Camera: Update camera debug plane when property changes, rather rely soley on tick. This fixes a bug where sliding the value on the details panel doesn't update the debug plane in the viewport simultaneously.
#jira UE-43543
Change 3375601 on 2017/03/31 by Arciel.Rekman
Linux: switch to v9 cross-toolchain.
Change 3375856 on 2017/04/01 by Andrew.Rodham
Sequencer: Fixed 'formal parameter with requested alignment of 16 won't be aligned'
Change 3375870 on 2017/04/01 by Andrew.Rodham
Sequencer: Fixed explicit template instantiation ocurring before the complete definition of type's members
- This resulted such members not being instantiated (and hence exported) when compiled with clang
Change 3376114 on 2017/04/02 by Arciel.Rekman
Linux: make source code accessor aware of clang 3.9 and 4.0.
Change 3376138 on 2017/04/02 by Arciel.Rekman
Linux: add clang to fedora deps (UE-42123).
- PR #3273 submitted by cpyarger.
Change 3376159 on 2017/04/02 by Arciel.Rekman
Linux: some support for building on Debian Sid or Stretch (UE-35841).
- Basd on PR #2790 by haimat.
Change 3376163 on 2017/04/02 by Arciel.Rekman
Linux: install latest clang on Arch (UE-42341).
- This undoes PR #1905.
- PR #2897 by SiebenCorgie.
- PR #3302 by awesomeness872.
- PR #3341 by patrickelectric.
Change 3376167 on 2017/04/02 by Arciel.Rekman
Add FreeBSD mem info (courtesy support for the out of tree build) (UE-42994).
- PR #3378 by mdcasey.
Change 3376168 on 2017/04/02 by Arciel.Rekman
Linux: fixed VHACD Makefile on a case sensitive fs (UE-42905).
- PR #3381 by slonopotamus.
Change 3376177 on 2017/04/02 by Arciel.Rekman
SlateDlg: case-insensitive comparison of filter extensions (UE-39477).
- PR #3019 by aknarts.
Change 3376178 on 2017/04/02 by Arciel.Rekman
WebRTC: only x86_64 version exists for Linux.
Change 3376245 on 2017/04/03 by Andrew.Rodham
Sequencer: Re-enabled event order test
Change 3376339 on 2017/04/03 by Matt.Kuhlenschmidt
Fix crash during loading movie playback on DX12 due to not ever cleaning up old resources
#jira UE-27026
Change 3376481 on 2017/04/03 by Alex.Delesky
#jira UE-43495 - TMaps will now support customized key properties correctly.
Change 3376741 on 2017/04/03 by Matt.Kuhlenschmidt
Fix crash flushing font cache when loading a movie. This is no longer save on the slate movie thread
#jira UE-43567
Change 3376763 on 2017/04/03 by Shaun.Kime
Material Reroute nodes do not work for Texture Object Parameters as they return a base output type. Modified logic to now support this node type.
#jira UE-43521
Change 3376836 on 2017/04/03 by Jamie.Dale
Fixed text format history being clobbered by reference collection
#jira UE-37513
Change 3376852 on 2017/04/03 by Nick.Darnell
Paragon - Found a case where a user had marked a BindWidget property as Transient which prevents serializing the property binding now for widget fast mode.
#jira UE-43564
Change 3377207 on 2017/04/03 by Jamie.Dale
Desktop platform directory pickers are expected to return absolute paths
File pickers return relative paths though, and we should make this consistent at some point.
#jira UE-43588
Change 3377214 on 2017/04/03 by Matt.Kuhlenschmidt
Fix movie player shutdown crash in non-editor builds
#jira UE-43577
Change 3377299 on 2017/04/03 by Michael.Dupuis
#jira UE-43586 : properties should be non transactional
#jira UE-43559
Change 3378333 on 2017/04/04 by Michael.Dupuis
#jira UE-43585
#jira UE-43586
Revert back to purple color
Change 3378633 on 2017/04/04 by Matt.Kuhlenschmidt
Resaved this asset to avoid zero engine version warnings
Change 3378958 on 2017/04/04 by Nick.Darnell
Automation - Fixing the race condition to finish compiling shaders on screenshots for UI.
[CL 3379345 by Matt Kuhlenschmidt in Main branch]
2017-04-04 15:35:21 -04:00
: FEdGraphSchemaAction_K2NewNode ( LOCTEXT ( " Animation " , " Animations " ) , Title , LOCTEXT ( " EvalAnimSequenceToMakePose " , " Evaluates an animation sequence to produce a pose " ) , 0 , FText : : FromName ( InAssetInfo . ObjectPath ) )
2014-03-14 14:13:41 -04:00
{
AssetInfo = InAssetInfo ;
UAnimGraphNode_SequencePlayer * Template = NewObject < UAnimGraphNode_SequencePlayer > ( ) ;
NodeTemplate = Template ;
}
2014-06-13 06:14:46 -04:00
virtual UEdGraphNode * PerformAction ( class UEdGraph * ParentGraph , UEdGraphPin * FromPin , const FVector2D Location , bool bSelectNewNode = true ) override
2014-03-14 14:13:41 -04:00
{
UAnimGraphNode_SequencePlayer * SpawnedNode = CastChecked < UAnimGraphNode_SequencePlayer > ( FEdGraphSchemaAction_K2NewNode : : PerformAction ( ParentGraph , FromPin , Location , bSelectNewNode ) ) ;
SpawnedNode - > Node . Sequence = Cast < UAnimSequence > ( AssetInfo . GetAsset ( ) ) ;
return SpawnedNode ;
}
} ;
/////////////////////////////////////////////////////
// UAnimGraphNode_SequencePlayer
2014-10-14 10:29:11 -04:00
UAnimGraphNode_SequencePlayer : : UAnimGraphNode_SequencePlayer ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
2014-03-14 14:13:41 -04:00
{
}
void UAnimGraphNode_SequencePlayer : : PreloadRequiredAssets ( )
{
PreloadObject ( Node . Sequence ) ;
Super : : PreloadRequiredAssets ( ) ;
}
FLinearColor UAnimGraphNode_SequencePlayer : : GetNodeTitleColor ( ) const
{
if ( ( Node . Sequence ! = NULL ) & & Node . Sequence - > IsValidAdditive ( ) )
{
return FLinearColor ( 0.10f , 0.60f , 0.12f ) ;
}
else
{
return FColor ( 200 , 100 , 100 ) ;
}
}
2014-09-03 18:14:09 -04:00
FText UAnimGraphNode_SequencePlayer : : GetTooltipText ( ) const
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3049602)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2946506 on 2016/04/18 by Steven.Hutton
Update to Crash Reporter buggs table to add new search fields and inclusion of packages needed for e-mail reports.
Change 3017807 on 2016/06/17 by Chris.Wood
Improved Crash Report Process folder delete code as it could sometimes fail.
[UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue
Also added logging to Slack when stop request received instead of just when stop is complete.
Change 3019367 on 2016/06/20 by Chris.Wood
Improve Crash Report Process logging to track bad reads from S3.
Also, better logging when CleanReport fails to delete folders.
Change 3019376 on 2016/06/20 by Steve.Robb
Clarification of assert message and comments which talk about 'null' TFunctions.
Tidy-up of dead code.
Change 3019409 on 2016/06/20 by Steve.Robb
New Find and FindByPredicate algorithms for finding stuff in arbitrary containers.
Change 3022658 on 2016/06/22 by Chris.Wood
Discarding duplicated crash reports earlier in read from Data Router process to avoid clashes in the landing zone (CRP v1.1.11)
[UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue
Also improved logging to Slack with better layout, fixed event ordering and counting duplicates.
Change 3022840 on 2016/06/22 by Steve.Robb
Skipped UHT attributes removed.
Change 3022907 on 2016/06/22 by Robert.Manuszewski
Fixing crash when adding a new C++ class to project
#jira UE-32333
Change 3023169 on 2016/06/22 by Steve.Robb
Checks for UTHINGs in skipped preprocessor blocks.
Fixes for skipped UTHINGs and some other parsing accidents.
#jira UE-31627
Change 3023239 on 2016/06/22 by Steve.Robb
Fix for JSON date parsing reported here: https://udn.unrealengine.com/questions/299342/fdatetime-json-serialization-bug.html
Change 3026812 on 2016/06/24 by Mieszko.Zielinski
Marked FEnvQueryInstance::AddItemData UEnvQueryItemType_Point specialization as AIMODULE_API #UE4
Change 3028235 on 2016/06/27 by Robert.Manuszewski
PR #2535: BUGFIX: FPS pop-up updates when loading new stat file (Contributed by projectgheist)
Change 3028282 on 2016/06/27 by Steve.Robb
Fix for missing UFUNCTION check in skipped preprocessor blocks.
#jira UE-31627
Change 3028284 on 2016/06/27 by Steve.Robb
Debuggability improvements and coding standards changes.
Change 3028343 on 2016/06/27 by Steve.Robb
Fix for UHT error in WEX.
#jira UE-32464
Change 3028393 on 2016/06/27 by Steve.Robb
Fix for hot reload of enums finding the old enum.
Fix to stop SPropertyEditorNumeric caching the enum flags.
#jira UE-31658
Change 3030362 on 2016/06/28 by Robert.Manuszewski
Fixing hang when cooking.
Change 3030462 on 2016/06/28 by Steve.Robb
Assert added to PackageTools::GetFilteredPackageList() to help with catching a bug reported in the wild.
#jira UE-32001
Change 3034341 on 2016/06/30 by Robert.Manuszewski
Modified crash handling code (on Windows) to handle two threads crashing at the same time properly. Previously the second crash would force the process to exit before generating the crash report.
Added 'debug twothreadsgpf' command to test the functionality.
Change 3034342 on 2016/06/30 by John.Mahoney
Fix for crash when loading an empty cached asset registry.
#jira UE-32232
Change 3035599 on 2016/07/01 by Chris.Wood
Added support for CrashType string to Crash Report Process. CRP v1.1.12
[UE-30592] - Crash Reporter should determine crash type on client and pass string to server
Also fixes problem with reports falling back on the legacy WER metadata when a crash context exists. They now only read the error message from metadata if available and keep crash context data when possible.
Added in missing crash context parameters that have been added to clients but not known by the server.
Change 3035787 on 2016/07/01 by John.Mahoney
Fix for crash when DuplicateRedirects does not contain the DependentObject when saving dependencies. It will still fall through to the assertion below, but it will now fail with a useful error message instead of a generic 'Pair != nullptr' from Map.h.
#jira UE-30189
Change 3036933 on 2016/07/04 by Steve.Robb
Proper forwarding constructor for FAsyncTask.
Change 3036938 on 2016/07/04 by Steve.Robb
Fix for CDO hot reload corrupting memory when replacing references inside structs.
#jira UE-29335
Change 3036960 on 2016/07/04 by Steve.Robb
Fix for FAnsiAllocator::ResizeAllocation when resizing to zero.
Change 3037423 on 2016/07/05 by Steve.Robb
FModuleManager::UnloadOrAbandonModuleWithCallback split into two instead of switching behavior with a bool.
Change 3037464 on 2016/07/05 by Steve.Robb
HotReload.cpp cleanup:
Deep nesting flattened.
Linear array searches replaced with maps.
FHotReloadModule::GetGameModules made into a non-member function and split into two.
Comment and coding standard fixes.
Change 3037741 on 2016/07/05 by John.Mahoney
Fix for COTF not checking the correct timestamps on startup.
#jira UE-31023
Change 3037846 on 2016/07/05 by Steve.Robb
Fix for compile button disappearing on a bad compile.
#jira UE-31575
Change 3037994 on 2016/07/05 by Steve.Robb
Static analysis fixes:
warning C6308: 'realloc' might return null pointer: assigning null pointer to 'Data', which is passed as an argument to 'realloc', will cause the original memory block to be leaked.
Change 3039186 on 2016/07/06 by Robert.Manuszewski
Enabling crash callstack logging by default.
Change 3039220 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C28159: Consider using 'InitiateSystemShutdownEx' instead of 'ExitWindowsEx'. Reason: Legacy API. Rearchitect to avoid Reboot
warning C6001: Using uninitialized memory 'UserNameLength'
warning C6001: Using uninitialized memory 'DomainNameLength'
Change 3039230 on 2016/07/06 by Steve.Robb
Fix for VC internal compiler errors.
Change 3039237 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6385: Reading invalid data from 'Path': the readable size is '400' bytes, but 'PathCurrentDepth' bytes may be read.
Change 3039287 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6509: Invalid annotation: 'return' cannot be referenced in some contexts
warning C6101: Returning uninitialized memory '*lpdwExitCode'. A successful path through the function does not set the named _Out_ parameter.
warning C6387: '_Param_(1)' could be '0': this does not adhere to the specification for the function 'IMoniker::BindToStorage'.
warning C6387: '_Param_(1)' could be '0': this does not adhere to the specification for the function 'IMoniker::BindToObject'.
warning C6031: Return value ignored: 'CoCreateInstance'.
Change 3039359 on 2016/07/06 by Graeme.Thornton
Compile error fix for FAsyncTask, courtesy of SteveR
Change 3039534 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6319: Use of the comma-operator in a tested expression causes the left argument to be ignored when it has no side-effects.
Change 3039545 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6297: Arithmetic overflow: 32-bit value is shifted, then cast to 64-bit value. Results might not be an expected value.
Change 3039578 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6263: Using _alloca in a loop: this can quickly overflow stack.
Change 3039623 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'
warning C6308:'realloc' might return null pointer: assigning null pointer to 'X', which is passed as an argument to 'realloc', will cause the original memory block to be leaked.
warning C6385: Reading invalid data from 'X': the readable size is 'Y' bytes, but 'Z' bytes may be read.
warning C6386: Buffer overrun while writing to 'X': the writable size is 'Y' bytes, but 'Z' bytes might be written.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 3039630 on 2016/07/06 by John.Mahoney
Fix for crash when spawning an actor using a template object that has instance components. UActorComponent::PostInitProperties was adding itself to the owner's InstanceComponents array, resulting in a realloc of that array and invalidating the reference that the owner's ObjectInitializer was trying to replace while instantiating that property. The new instance component will be added to the array as part of the owner's initialization anyway, so it is not necessary to do it here.
#jira UE-29123
Change 3039664 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'NewKeys': the writable size is 'NewIndexSize*4' bytes, but '8' bytes might be written.
warning C6386: Buffer overrun while writing to 'NewHeapIndexes': the writable size is 'NewIndexSize*4' bytes, but '8' bytes might be written.
Change 3039673 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'v'.
Change 3039690 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C6246: Local declaration of 'X' hides declaration of the same name in outer scope.
warning C6262: Function uses '121180' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
warning C6263: Using _alloca in a loop: this can quickly overflow stack.
Change 3040868 on 2016/07/07 by Graeme.Thornton
Config based class stripping for server builds
Change 3040872 on 2016/07/07 by Graeme.Thornton
Remove "return false" NeedsLoadForServer functions from engine code
Change 3040997 on 2016/07/07 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Landscape'.
warning C6011: Dereferencing NULL pointer 'rhs.Allocation.LayerInfo'.
warning C6011: Dereferencing NULL pointer 'lhs.Allocation.LayerInfo'.
Change 3041004 on 2016/07/07 by Steve.Robb
Static analysis fix: warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.
Change 3041014 on 2016/07/07 by Steve.Robb
Static analysis fix: warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 3041111 on 2016/07/07 by Steve.Robb
Removal of an obsolete error message about INI file case sensitivity.
Change 3041150 on 2016/07/07 by Steve.Robb
Static analysis fix: warning C6289: Incorrect operator: mutual exclusion over || is always a non-zero constant. Did you intend to use && instead?
Change 3041274 on 2016/07/07 by Steve.Robb
Static analysis fixes: warning C6001: Using uninitialized memory 'X'.
Change 3041294 on 2016/07/07 by Chris.Wood
Fixed protocol buffer and decompression errors in Crash Report Process (v.1.1.14)
[UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack
Size of buffer received from S3 is incorrect for some records. Fixed read problems by using size header value instead of stream length.
Increased buffer size for decompression as this was sometimes too small.
Modified S3 reading code to look for multiple records in each downloaded file.
Change 3041472 on 2016/07/07 by Steve.Robb
Static analysis fixes:
warning C6294: Ill-defined for-loop: initial condition does not satisfy test. Loop body not executed.
warning C6201: Index '1' is out of valid index range '0' to '0' for possibly stack allocated buffer 'NewHistory.Nodes'.
Change 3043074 on 2016/07/08 by John.Mahoney
Fix for COTF incorrectly reconstructing the original asset path based on the sandbox path when the game name differs from the game folder name.
Fix for COTF GetFiles not handling absolute GameDir paths properly.
#jira UE-31023
Change 3044461 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6386: Buffer overrun while writing to 'Attributes': the writable size is '16384' bytes, but '-8' bytes might be written.
Change 3044470 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Node.Sequence'.
Change 3044476 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Property'.
Change 3044551 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'KeyAreaNode' did.
Change 3044664 on 2016/07/11 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'ToLandscape->SplineComponent'.
warning C28182: Dereferencing NULL pointer. 'SplinesComponent' contains the same NULL value as 'Landscape->SplineComponent' did.
warning C6011: Dereferencing NULL pointer 'Landscape->SplineComponent'.
warning C6385: Reading invalid data from 'out': the readable size is 'sizeof(kiss_fft_cpx)*Dims[0]*Dims[1]' bytes, but '16' bytes may be read.
Change 3044716 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6385: Reading invalid data from 'this->ScreenSize': the readable size is '32' bytes, but '-4' bytes may be read.
Change 3044717 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Window' contains the same NULL value as 'ElementType * Window=AllWindows.FindByPredicate((*FStaticMeshEditorTest::RunTest::<lambda_46fd0093f3912289e870263afe1fcb2e>(ExpectedTitle)))' did.
This appears to be a false positive.
Change 3044787 on 2016/07/11 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'FbxObject'.
warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'RigidMeshNode' did.
warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'Result' did.
Change 3045933 on 2016/07/12 by Steve.Robb
Overloading support for TSharedPtr, TSharedRef and TWeakPtr.
Change 3045960 on 2016/07/12 by Robert.Manuszewski
Fixing a crash in Portal (and any other program that uses UObjects and GCs, with the exception of UHT) caused by classes not having their token stream assembled.
Change 3045963 on 2016/07/12 by Steve.Robb
PLATFORM_COMPILER_HAS_EXPLICIT_OPERATORS, FORCEINLINE_EXPLICIT_OPERATOR_BOOL and SAFE_BOOL_OPERATORS macros removed.
THasOperatorEquals and THasOperatorNotEquals traits moved to their own header.
Change 3045967 on 2016/07/12 by Steve.Robb
Initializer list support for TArray and TSet.
Change 3045968 on 2016/07/12 by Robert.Manuszewski
Fixing an ensure after typing 'stat dumphitches' in console.
Change 3045992 on 2016/07/12 by Robert.Manuszewski
Making sure CoreUObject headers are included for programs that don't include the engine (fixing MinidumpDiagnostics CIS failure)
Change 3047870 on 2016/07/13 by Steven.Hutton
Updated CRW to entity framework with repository models. #rb none
Change 3047871 on 2016/07/13 by Steven.Hutton
Add repository models #rb none
Change 3049468 on 2016/07/14 by Steven.Hutton
Fix broken project files. #rb none
#lockdown Nick.Penwarden
[CL 3050320 by Robert Manuszewski in Main branch]
2016-07-14 14:54:00 -04:00
if ( ! Node . Sequence )
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3536809 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 1.
Change 3536814 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 2.
Change 3596207 by Thomas.Sarkanen
Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250
PhAT Upgrade
#jira UEAP-29 - New PhysicsAsset editor
Changelists from task stream:
Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.
This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.
Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renaming PhAT files to PhysicsAssetEditor
Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rename PhAT -> PhysicsAssetEditor
Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up PhAT to Physics Asset Editor
Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Reverted some over-zealous renaming
Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
Added the ability to hide filter menus to skeleton tree
Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added new physics asset skeleton tree builder
Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree extensions to support physics assets
Only started this work - still much to do
Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged persona viewport menus
Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed body/constraint modes.
Added graph editor
Added edit mode - moved viewport client code over
Got PhAT skel mesh rendering in viewport
Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Increased hit proxy priority to improve selection
Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree gets bodies & shapes back.
Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.
Added multi-select to bone proxy customization
Re-tweaked editor layout
Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection sync work.
Customization of anim viewport menus.
Context menus for physics asset items, as well as masking of various context menu items via settings.
Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!
Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
More viewport menu fixups (plus deleting duplicate functionality).
Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
Cleaned up unused files & code
Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Allow extensibility of viewport menu bars
Slate changes:
Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
Allow menu bars to optionally invert-on-hover.
Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
Adjusted core styling of menu bar elements.
Other changes:
Adjusted padding for various UI elements to preserve previoud behavior.
Adjusted SAnimViewportToolbar to use the new menu bar builder.
Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.
Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added extension point to viewport menu bar
Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Getting sim working again
Moved over to using preview instance so we share functionality with Persona editors.
Added time dilation options to persona preview scene.
Removed PhAT specific recording functionality (it is in the viewport now).
Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Recreate physics state on edit, not sim start
This allows velocity to be inherited when simulation is started
Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moving viewport to continually-invalidated one like animation editors
Fixed crash in non-extended viewport toolbars
Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bodies start off non-expanded
Selection now synced between viewport and graph
Constraint selection in graph not works on the first try
Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added missing icon
Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed shape listing from graph nodes
Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Double click on body node recenters graph
Fixed graph disappearing on right-click
Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented cursor getting swallowed in sim mode
Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed overlapping text
Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Node layout now takes dimensions into account
Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash opening Persona editors
Renamed file
Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to profiles menu
Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Profiles can now be edited in their own details panel
Existing customizations folded into the new panel
Tweaks to toolbar
Added the ability for the persona details panel to have extra top/bottom content added
Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Add profile control to context menus
Also delete old unused code
Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Toolbar trimmed down & re-ordered
Body/constraint ops moved to context menus
Apply physmat now a context-menu option with an asset picker
Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed extra warning dialog when auto-creating bodies
Changed title of new asset dialog to "auto-create bodies"
Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix "simulate selected"
As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.
Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type
Fixed up selection so body selection works & tree seleciton is properly synced with viewport
Added recursion guard to selection delegate handlers.
Removed vestigial instance property editing support (no longer needed).
Removed unused old tree support code
Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added constraints to tree
Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix bone proxiies stopping updating after initial viewport selection
Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up selection issues when creating new bodies
Added constraint context menu
Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved icons to central location
Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Customized filtering of the skeleton tree
Hide constraints by defualt
Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).
BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.
Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303
Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved physics sim options to viewport menu (so seleciton changing is not required to change them)
Moved physics-related rendering options to show menu
We no longer switch to sim options when nothing is selected.
During simulation we now disable the details panel
Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)
Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Small fixes based on feedback:
Exposed Mirror tool to menus
Exposed constraint quick actions to menus
Added edit condition to Position & Velocity strength for physical animation
Fixed up some tooltips & display names
Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Defaulted to constraints as points
Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Request from Nick D:
Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.
Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.
Slightly increased point-constraint rendering size and added crosshair cursor to constraints
Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)
Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed duplicate time dilation (can just use viewport menu!)
Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge
Prevent crash by attaching to root component in the correct place
Add IWYU include for TArrayView
Remove more unused code
Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix constraint/body selection one final time
Move constraint drawing to SDPG_World (apart from point mode)
Remove depth offset in material
Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enabling/disabling collision between bodies is now clearer
Menu items are now enabled and disabled correctly depending on collision state
Tooltip reflects what actually gets done when the operation is enacted
Also corrected a few functions that still reference constraint & body mode
Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added enable/disable collision with all
Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code graph items based on current profile
Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code tree items too
Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bone selection & manipulation now possible - allows for pose setup before simulation
Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.
Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix compile error
Color code according to simulated/kinematic status
Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
File i missed
Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added physics asset factory so physics assets can be created form the "new asset" menu.
Skeletal mesh is picked then a defualt asset is generated
Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Improve interactions with bones & bodies
Clear bone selection when selecting bodies/constraints
Always hide gizmo in simulate
Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused selection lock feature
Fixed selection working incorrectly with details panel closed
Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection improvements
Multiselect in tree now only selects non-collapsed tree elements
Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).
Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994
Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge issues
Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Simulation now works in a simlar way to the level editor
Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.
Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed selection color of wireframe drawing (this broke ages ago!)
Fixed initialized environment color/intensity
Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)
Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when simulating selected new bodies
Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)
Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Select all is now a menu option
Context menu pops when right-clicking nothing now too
Menu no longer grows enormous when multiple types of objects are selected
Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enlarged constraint rendering size
Show constraints (rather than points) by default
Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Assets now appear in the asset family shortcut bar
Physics Assets now render thumbnails
Skeleton tree can now work in 'picker' mode
Constraints can now be created manually in the graph, tree and viewport
Fixed double-click and mousewheel not working right sometimes
Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed clicks incorrectly selecting bones in simulate mode
Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Asset config is now loaded/saved
Fixed antoher corner case with viewport clicks in sim
Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved body creation params over to a details panel & settings object
Moved initial creation dialog over to use the new system too
Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renamed shapes and constraints in the tree view
Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Constraints are now not filtered by default
Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selecting constraints now shows them (and the bodies involved) in the graph
Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed "Show Kinematic Bodies"
We now always show kinematic status in simulate mode
Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
PhAT rendering settings are now persisted across sessions.
Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.
Added editable opacity to collision rendering.
Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
New materials with opacity parameter
Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Re-saved materials
Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added ability to only show selected bodies as solid
Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix focus 'F' shortcut sometimes not working
Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix a bunch of selection issues with the graph not keeping in sync
Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853
Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed disappearing convex meshes on simulate
Also fixes crash in thumbnail rendering
Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled selection on mesh. Fixes selection issues.
Also made the hit proxy use a crosshair when over bodies, for easier selection
Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added body/body collision buttons back to the main toolbar
Fixed solid body drawing using the wrong material when no bodies are selected
Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix delete shortcut not working when tree is focused
Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Integrated per-bone primitive generation with the new tab method
Removed context menu item for bones (fixes duplicate popup)
Fixed undo/redo not working for regenerating all bodies
Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled body regeneration when simulation is running
Fixed up tab icons
Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)
Animation picker removed from toolbar (we use the preview scene settings for this now)
Fixed profiles tab icon
Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Show attached assets in tree
Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix broken multi-selection of bone proxies
Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed code that prevented parts of the UI (like simulation) from working in PIE
Removed graph overlays & added "PHYSICS" label
Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed arrows from graph
Fixed dragging off constraints/input pins/bodies in constraint-created graphs
Constraint names now include both bodies
Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched from colors to icons in the skeleton tree
Removed bold fonts
Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Layout fixes
Added border around generate button in tools panel
Removed skeleton tree header in contexts where it is not needed
Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added slow task dialog for body generation
Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged context menus to be not so huge
Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged menus some more
Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Colorized details customization of swing/twist items
Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Auto-open assets when creating from skeletal mesh
Tweaked tooltip on suggestion from Nick D
Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed mirroring changes not showing up straight away
Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved over to Persona-style floor adjustment
Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked tooltips for filtering items
Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added "deselect all" option (Esc)
Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Graph selection tweaks
Selected bodies in the viewport/tree are now also selected in the graph.
Selection outline is now matched to the graph outline instead of using default outline.
Pin allocation no longer happens twice
Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched simulate shortcut to Alt+Enter
Avoids conflict with clobal PIS/SIE shortcuts
Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Minor body regeneration refactor
Label for tools tab button is dynamic depending on selection context
Generation setttings are now re-used by creation dialog too
Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting
Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Resetting animation to default now correctly applies the animation
Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up physics asset editor's use of debug skel mesh component
This broke post-merge from Dev-AnimPhys.
Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).
Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved code to add/remove/assign/unassign profiles to details customization
Also allowed dupication again (via the menu)
Allows correct naming of new profiles as before (as this is handled in PostEdit)
#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented ctrl+selection of constraints from re-selecting
Avoided defered broadcast of seleciton event from the graph
#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor
Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed bodies incorrectly simulating outside of 'simulate' mode
Forced all bodies to be non-simulated when simulation is disabled.
Also removed non-functioning motor menu options & disabled more menu options when simulating
#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor
Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when failing to create a physics asset with multi convex hull
#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created
Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed typo that disabled editability of profile names incorrectly
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when opening a physics asset with a deleted preview skeletal mesh
Now assigns default mesh as before
If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.
#jira UE-47918 - Crash when opening certain Physics Assets
Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevent "set bodies below" from improperly enabling simulation on bodies
#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor
Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics assets with simulated bodies no longer simulate when first opened
#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened
Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix excessive gravity crash when actors pop out of the world
Also restrict gravity to non NaN-causing levels.
#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor
Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581
Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix merge issues
Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed delegate for skeleton tree context menu extension, now uses an empty section
Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added comments to bone proxy & physics asset editor shared data
Removed unused variables
Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed constraint 'all positions' rendering
Removed empty override of unregister tab spawners
Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when setting skeletal mesh
Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor
#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying
Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics asset selection color now uses editor settings
Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused functions
Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Commented SetBodiesBelowPhysicsType as per code review
Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled physical material menu in simulate
Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused code
Commented a few functions
Re-instated preview mesh selection
Removed delegate allowing viewport client class creation
Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Remove unused code
Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965
Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup merge errors
Change 3596227 by Jonathan.Poncelet
Fixed physics substepping interpolation using the wrong starting value.
#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16
Change 3596241 by Jonathan.Poncelet
Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.
#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin
Change 3596247 by Thomas.Sarkanen
Fixup CIS errors post PhAT Upgrade merge
Change 3596250 by Thomas.Sarkanen
More CIS fixes
Change 3596255 by Benn.Gallagher
Fixed compilation errors when nativizing animation blueprints that use subinstances
#jira UE-46522
Change 3596256 by Benn.Gallagher
Fixed orphaned sub anim instance pins hanging around
#jira UE-46545
Change 3596257 by Benn.Gallagher
Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.
#jira UE-48045
Change 3596258 by Benn.Gallagher
Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible
#jira UE-47755
Change 3596259 by Benn.Gallagher
Fixed mismatch between paint values and view values for clothing tools
#jira UE-48110
Change 3596260 by Benn.Gallagher
Stopped property context menus killing the whole window stack when an item is clicked
#jira UE-48158
Change 3596261 by Thomas.Sarkanen
One last Mac CIS fix (hopefully)
Change 3596308 by Benn.Gallagher
Removed outdated references to APEX in clothing example map.
Change 3596360 by Martin.Wilson
Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded
#jira UE-48452
Change 3596459 by Benn.Gallagher
Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.
#jira UE-47567
Change 3596967 by Aaron.McLeran
Adding setting default reverb send level in audio settings.
Change 3596974 by Ethan.Geller
Merge in fix from Christopher Oliver
Change 3597243 by Aaron.McLeran
Checking in missing files.
Change 3597686 by Ethan.Geller
Fix warnings/errors from CL 3597452
Change 3597846 by Ethan.Geller
Fix errors, take 2
Change 3598290 by Ethan.Geller
Panning Angle Issue
Change 3598412 by Ethan.Geller
Change Core.h header to CoreMinimal.h, fix warnings
Change 3599797 by Jurre.deBaare
LODs from Merge Actor tool have bad normals
#jira UE-47129
#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
1) Summing all lightmap pixel counts for each mesh component being merged
2) Calculating fitting texture dimension by taking square root of the total pixels
Change 3599863 by Lina.Halper
PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)
Change 3599883 by Jurre.deBaare
HLOD: update outliner tooltip when UE docs arrive
#jira UE-20352
Change 3599944 by Martin.Wilson
Smart name refactor
- Remove guids entirely
- Remove automatic fix up
- Simplify smart name mapping container
- Make animations deterministic for cooking
#jira UEAP-264
Change 3600133 by Benn.Gallagher
Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
#jira UE-48612
Change 3600166 by Benn.Gallagher
Fixed cloth paint gradient allowing invalid values
#jira UE-48114
Change 3600719 by Lina.Halper
PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)
Change 3601668 by Jurre.deBaare
Improve BlendSpace preview pin dragging controls
#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
#misc Also added tooltips on the grid to make the functionality more discoverable
#jira UE-43011
Change 3601669 by Jurre.deBaare
No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
#jira UE-46892
Change 3601731 by Benn.Gallagher
Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.
#jira UE-48329
Change 3601897 by Lina.Halper
fixing issue with sequencer reinitialization
#jira: UE-48556
Change 3602339 by Benn.Gallagher
Fixed comment/tooltip typo
Change 3602502 by Benn.Gallagher
Fixed clothing gradient tool renderer not showing selected points when camera was moving
#jira UE-48331
Change 3602664 by Ethan.Geller
Unshelved fixes from Dev-VR
Change 3602726 by Lina.Halper
Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject
#jira: UE-48700
Change 3603011 by Lina.Halper
Fix build error
Change 3604139 by Benn.Gallagher
Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.
#jira UE-47960
Change 3604284 by Benn.Gallagher
Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running
#jira UE-48687
Change 3604612 by Lina.Halper
Fix curve issue from automation test
- It was actual bug.
Change 3604614 by Lina.Halper
- Fix crash with macro anim notify
- Make sure macro anim notify doesn't show up in the menu
#jira: UE-45036
Change 3604725 by Lina.Halper
fixed issue with opening state machine from anim graph
#jira: UE-48726
Change 3604971 by Aaron.McLeran
#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.
Bringing fix from 4.17 to Dev-AnimPhys
Change 3605787 by Aaron.McLeran
Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls
- This is necessary in order to use the sound concurrency "limit by owner" feature
Change 3606851 by Jurre.deBaare
UE4Editor Static Analysis Win64 - Warning fix
Change 3607022 by Lina.Halper
Fix static analysis warning
Change 3607229 by Jurre.deBaare
RemoveAllCurveData should not allow removing data from the Skeleton
#jira UE-48107
Change 3607660 by Martin.Wilson
Live link client can run in cooked builds too
#jira UEAP-306
Change 3607668 by Ethan.Geller
#jira UE-48792 fix null dereference case in audiodevice.cpp
Change 3607734 by Lina.Halper
LOD linking to curve
- consolidated to one param - curve eval option
- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
- flipped meaning to align with bAllowCurveEvaluation
- also fixed issue with orion cooking - where transform curves are added as normal curves
#jira: UE-37996, UE-48782
Change 3607859 by Martin.Wilson
Missed files from live link editor checkin
Change 3607958 by Martin.Wilson
Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)
Change 3608566 by Ethan.Geller
change include to avoid header conflicts on Linux
Change 3609074 by Ethan.Geller
Take 2: Fix capitalization on include, fix Linux build.
Change 3610024 by Lina.Halper
Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene
- we used to load advanced preview setting by persona module
- this has been moved to persona tool kit, and now all other modules are crashing
- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.
#jira: UE-48809
Change 3610081 by Jurre.deBaare
Animations can't be set on blend samples from the dropdown
#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
#jira UE-48746
Change 3610088 by Jurre.deBaare
Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
#jira UE-48741
Change 3610862 by Ethan.Geller
Fix submix effects for situations where number of input channels does not equal output channels
Change 3611346 by Aaron.McLeran
Using audio thread platform affinity mask for audio render thread.
Change 3613297 by Ethan.Geller
Simple delay submix
Change 3614435 by Martin.Wilson
CIS fix
Change 3614482 by Martin.Wilson
Store root motion on anim instance instead of proxy to avoid thread safety stalls
#jira UE-46896
Change 3614483 by Martin.Wilson
Evaluate curves in anim offsets
#jira UE-47119
Change 3614495 by Jurre.deBaare
Reimport alembic file with new source option does not automatically tick any tracks
#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
#jira UE-46141
Change 3614645 by Thomas.Sarkanen
Fixed physics assets not simulating when BlockAll was globally overridden
Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT
#jira UE-48591 - Physics assets not simulating correctly in Orion
Change 3614683 by Lina.Halper
Fixed crash when modifying default physicsasset
#jira: UE-48844
Change 3614721 by Jurre.deBaare
Vertex painting on skeletal meshes bound by physics asset
#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
#jira UE-48004
Change 3614730 by Thomas.Sarkanen
Fixed crash when regenerating multi convex hulls from zero-vert bones
We handled this in the single convex hull case, but multi did not.
#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body
Change 3614763 by Jurre.deBaare
Moving over:
HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
#jira UE-48249
#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh
Change 3615029 by Lina.Halper
Fix issue with highlight
#jira: UE-48855
Change 3617593 by Thomas.Sarkanen
Fixed crash when regenerating large amounts of bodies
We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems
#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies
Change 3617609 by Jonathan.Poncelet
Fixed crash that could occur when opening a physics asset and deleting bones.
#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it
Change 3617723 by Thomas.Sarkanen
Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down
Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
Moved AddToRoot pattern used for anim preview scene to FGCObject
#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed
Change 3617818 by Benn.Gallagher
Final v1 UX changes for clothing tool, and removed experimental flag
Change 3617937 by Jurre.deBaare
Default bounds for Alembic skel-mesh are too large
#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
#jira UE-47139
Change 3618187 by Ethan.Geller
Implement Audiomixer in HTML5
Change 3618188 by Lina.Halper
Fix issue with highlight in persona
#jira: UE-49020
Change 3618229 by Lina.Halper
Fix crash on exit when modify is causing it to serialize again in the middle of tear down
#jira: UE-48025
Change 3618248 by Lina.Halper
fix issue by workaround where clamp is not happening with allowspin is false
#jira: UE-47001
Change 3618289 by Aaron.McLeran
Removing audio format types we're not using for simplicity
Change 3618291 by Martin.Wilson
Fix duplicate of curve name appearing in list when renaming
#jira UE-49041
Change 3618390 by Aaron.McLeran
Removing a case for DTYPE_Xenon since this is never used.
Change 3618425 by Martin.Wilson
Keep notify UI up to data across multiple editors when adding notifies to an animation
#jira UE-48104
Change 3619023 by Aaron.McLeran
Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used
Change 3619129 by Aaron.McLeran
Source bus feature.
- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
- Buses can be routed to each other
- Buses have a duration which can be set in bus asset
- Buses can choose between mono and stereo channels
- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.
- Some engine changes and optimizations:
- Format conversion to float is done in async workers for decode vs the render callback
- Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
- Apply master attenuation at the final output vs per-source
- Fixed code that performs fade in/fade out for smooth startup and shutdown.
- Moved FSourceParam to FParam into DSP utility so others can use it.
- Some engine fixes:
- Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
- Fixed an issue with pause
- Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
- Fixed an issue with WorldID not getting set for listeners
TODO:
- fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses
Change 3619159 by Ethan.Geller
#jira UE-48950 fix steam audio crash on editor exit
Change 3619555 by Jonathan.Poncelet
Fixed constraint debug drawing arrows in the physics asset editor being too large.
#jira UE-48863 Limited constraints and free constraints are much larger on screen
Change 3619574 by Thomas.Sarkanen
Fixed debug link for animation blueprints not persisting when changing preview mesh
Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.
#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session
Change 3619586 by Thomas.Sarkanen
Fixed physics asset shortcut not working correctly in certain circumstances
FBox was using uninitialized memory
#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body
Change 3619640 by Thomas.Sarkanen
Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars
Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).
#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar
Change 3619644 by James.Golding
Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
#jira UE-47652
Change 3619654 by Martin.Wilson
Fix removing a curve when it isn't used on any animations
#jira UE-49048
Change 3619771 by Thomas.Sarkanen
Make sure the physics asset editor floor has collision, regardless of what BlockAll does
#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config
Change 3619803 by Jonathan.Poncelet
Fixed localization warnings caused by duplicate keys.
#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings
Change 3619813 by Jurre.deBaare
Baked bones using a pose animation are rotated in the wrong direction
#fix root bone transform wasn't being taken into account while generating final bone transforms
#misc added debug logging for future work
#jira UE-47362
Change 3619830 by Jurre.deBaare
Biased Texture Size option is not functioning when Merging Actors
#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
#misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
#jira UE-48108
Change 3619859 by Thomas.Sarkanen
Fixed HLOD selection sphere persisting on undo/redo
Removed HLOD selection actors when the outliner is refreshed
#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.
Change 3619871 by Martin.Wilson
Calculate root motion over the correct segment times, not the track times
#jira UE-43719
Change 3619898 by Thomas.Sarkanen
Improve UI feedback around bounds/in-game bounds in animation editor viewports
Tooltip for in-game bounds is now more detailed
In-game bounds cannot be selected if bounds is not also selected
#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing
Change 3619908 by Thomas.Sarkanen
Fixed tooltip for PhysicsType
#jira UE-48421 - Incorrect tooltip for Physics Type
Change 3620014 by Jurre.deBaare
Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
#misc Also added more delegates to ensure the restriction is up to date
#jira UE-46980
Change 3620104 by Jurre.deBaare
HLOD doesn't support renaming in levels
#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
#jira UE-48072
Change 3620151 by Thomas.Sarkanen
Undo/redo now correctly affects animation preview scene settings
Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc
#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI
Change 3620152 by Thomas.Sarkanen
Exposed LOD menu in PhAT
This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.
#jira UE-47970 - LODs not working in Physics Asset Editor
Change 3620177 by Benn.Gallagher
PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)
Change 3620250 by Jurre.deBaare
HLOD assets left in HLOD folder when clusters are deleted
#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
#jira UE-47450
Change 3620273 by James.Golding
PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
#jira UE-48530
Change 3620274 by James.Golding
PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
#jira UE-48531
Change 3620275 by James.Golding
Add icon for destruction plugin
Change 3620401 by Ethan.Geller
#jira UE-47684 Remove SDL dependencies from Win64
Change 3620586 by Jurre.deBaare
Linux CIS fix
Change 3620660 by Martin.Wilson
Fixes for state machines getting reinitialized in situations that users don't want them to.
-Added option to state machine to allow it to skip reinitialization when it becomes relevant
-Added option to slot nodes to keep source pose relevant while montage slot is playing.
#jira UE-43578
Change 3620665 by Aaron.McLeran
Making source buses only show relevant source bus data.
- hiding sound wave categories that aren't relevant to source buses
Change 3621087 by Ethan.Geller
#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.
Change 3621144 by Aaron.McLeran
#jira UE-49147
#jira UE-49145
Fixing concurrency and volume stats
Change 3621148 by Aaron.McLeran
Fixing typo
Change 3621180 by Ethan.Geller
#jira UE-49151 Fix for browser preview on bus only sounds
Change 3621421 by Ethan.Geller
#jira UE-49165 Fix real time audio slider.
Change 3621604 by Ethan.Geller
#jira UE-44847 fix iOS panning algorithm on non-audio mixer
Change 3621626 by Lina.Halper
Fix issue with anim montage displaying when selecting animation
#jira: UE-48749
Change 3621813 by Thomas.Sarkanen
Fixing undo/redo of bone modifications in Physics Asset Editor (and others)
Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).
#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work
Change 3621831 by Jurre.deBaare
Crash fix for Material baking when trying to analyse a MP_MAX material property
#jira UE-49172
Change 3621936 by Thomas.Sarkanen
Fixed CIS error from merge
Change 3621937 by Thomas.Sarkanen
Fix merge issue with API change in USynthComponent
Change 3622173 by Thomas.Sarkanen
Fixed ortho viewports being bright white in sub-editors
Preview scenes in general are responsible by default for the background color.
Advanced preview scenes now use background color from settings. Previously only te animation editors did this.
#jira UE-48841 - The background of the orthographic viewports is bright white
Change 3622730 by Ethan.Geller
#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran
Change 3622759 by Ethan.Geller
#jira 49170 reduce static analysis warnings for audiodevice.cpp
Change 3622901 by Benn.Gallagher
Bumped PhysX DDC key after change in Orion caused verify failures
Change 3623458 by Aaron.McLeran
#jira UE-49204 Delores monologue cut short in Odin elevator
Change 3623667 by Aaron.McLeran
#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator
Change 3623752 by Aaron.McLeran
#jira UE-49247 Sound Source Bus Properties Are Inappropriate
Fixing issues with new source bus uobject so properties show up appropriately.
Change 3624058 by Ben.Marsh
Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.
Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.
Change 3624193 by Ethan.Geller
#jira UE-49170 Static analysis fix, take 2
Change 3354003 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3477632 by Jurre.deBaare
Automated test content and ground truths for Actor Merging and Material baking functionality
Change 3491464 by Jurre.deBaare
Updated automation content for MergeActor behaviour
Change 3587878 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489
Change 3597452 by Ethan.Geller
#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.
Change 3602935 by Lina.Halper
Allow curve evaluation to be controlled by users
#jira: UE-46446
Change 3606120 by Ethan.Geller
Move Tap Delay Submix to Synthesis library, modify tap delay API
Change 3621830 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691
Change 3622807 by Ethan.Geller
#jira UE-49201 Fixing volume issues
Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.
[CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
return FText ( ) ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3049602)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2946506 on 2016/04/18 by Steven.Hutton
Update to Crash Reporter buggs table to add new search fields and inclusion of packages needed for e-mail reports.
Change 3017807 on 2016/06/17 by Chris.Wood
Improved Crash Report Process folder delete code as it could sometimes fail.
[UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue
Also added logging to Slack when stop request received instead of just when stop is complete.
Change 3019367 on 2016/06/20 by Chris.Wood
Improve Crash Report Process logging to track bad reads from S3.
Also, better logging when CleanReport fails to delete folders.
Change 3019376 on 2016/06/20 by Steve.Robb
Clarification of assert message and comments which talk about 'null' TFunctions.
Tidy-up of dead code.
Change 3019409 on 2016/06/20 by Steve.Robb
New Find and FindByPredicate algorithms for finding stuff in arbitrary containers.
Change 3022658 on 2016/06/22 by Chris.Wood
Discarding duplicated crash reports earlier in read from Data Router process to avoid clashes in the landing zone (CRP v1.1.11)
[UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue
Also improved logging to Slack with better layout, fixed event ordering and counting duplicates.
Change 3022840 on 2016/06/22 by Steve.Robb
Skipped UHT attributes removed.
Change 3022907 on 2016/06/22 by Robert.Manuszewski
Fixing crash when adding a new C++ class to project
#jira UE-32333
Change 3023169 on 2016/06/22 by Steve.Robb
Checks for UTHINGs in skipped preprocessor blocks.
Fixes for skipped UTHINGs and some other parsing accidents.
#jira UE-31627
Change 3023239 on 2016/06/22 by Steve.Robb
Fix for JSON date parsing reported here: https://udn.unrealengine.com/questions/299342/fdatetime-json-serialization-bug.html
Change 3026812 on 2016/06/24 by Mieszko.Zielinski
Marked FEnvQueryInstance::AddItemData UEnvQueryItemType_Point specialization as AIMODULE_API #UE4
Change 3028235 on 2016/06/27 by Robert.Manuszewski
PR #2535: BUGFIX: FPS pop-up updates when loading new stat file (Contributed by projectgheist)
Change 3028282 on 2016/06/27 by Steve.Robb
Fix for missing UFUNCTION check in skipped preprocessor blocks.
#jira UE-31627
Change 3028284 on 2016/06/27 by Steve.Robb
Debuggability improvements and coding standards changes.
Change 3028343 on 2016/06/27 by Steve.Robb
Fix for UHT error in WEX.
#jira UE-32464
Change 3028393 on 2016/06/27 by Steve.Robb
Fix for hot reload of enums finding the old enum.
Fix to stop SPropertyEditorNumeric caching the enum flags.
#jira UE-31658
Change 3030362 on 2016/06/28 by Robert.Manuszewski
Fixing hang when cooking.
Change 3030462 on 2016/06/28 by Steve.Robb
Assert added to PackageTools::GetFilteredPackageList() to help with catching a bug reported in the wild.
#jira UE-32001
Change 3034341 on 2016/06/30 by Robert.Manuszewski
Modified crash handling code (on Windows) to handle two threads crashing at the same time properly. Previously the second crash would force the process to exit before generating the crash report.
Added 'debug twothreadsgpf' command to test the functionality.
Change 3034342 on 2016/06/30 by John.Mahoney
Fix for crash when loading an empty cached asset registry.
#jira UE-32232
Change 3035599 on 2016/07/01 by Chris.Wood
Added support for CrashType string to Crash Report Process. CRP v1.1.12
[UE-30592] - Crash Reporter should determine crash type on client and pass string to server
Also fixes problem with reports falling back on the legacy WER metadata when a crash context exists. They now only read the error message from metadata if available and keep crash context data when possible.
Added in missing crash context parameters that have been added to clients but not known by the server.
Change 3035787 on 2016/07/01 by John.Mahoney
Fix for crash when DuplicateRedirects does not contain the DependentObject when saving dependencies. It will still fall through to the assertion below, but it will now fail with a useful error message instead of a generic 'Pair != nullptr' from Map.h.
#jira UE-30189
Change 3036933 on 2016/07/04 by Steve.Robb
Proper forwarding constructor for FAsyncTask.
Change 3036938 on 2016/07/04 by Steve.Robb
Fix for CDO hot reload corrupting memory when replacing references inside structs.
#jira UE-29335
Change 3036960 on 2016/07/04 by Steve.Robb
Fix for FAnsiAllocator::ResizeAllocation when resizing to zero.
Change 3037423 on 2016/07/05 by Steve.Robb
FModuleManager::UnloadOrAbandonModuleWithCallback split into two instead of switching behavior with a bool.
Change 3037464 on 2016/07/05 by Steve.Robb
HotReload.cpp cleanup:
Deep nesting flattened.
Linear array searches replaced with maps.
FHotReloadModule::GetGameModules made into a non-member function and split into two.
Comment and coding standard fixes.
Change 3037741 on 2016/07/05 by John.Mahoney
Fix for COTF not checking the correct timestamps on startup.
#jira UE-31023
Change 3037846 on 2016/07/05 by Steve.Robb
Fix for compile button disappearing on a bad compile.
#jira UE-31575
Change 3037994 on 2016/07/05 by Steve.Robb
Static analysis fixes:
warning C6308: 'realloc' might return null pointer: assigning null pointer to 'Data', which is passed as an argument to 'realloc', will cause the original memory block to be leaked.
Change 3039186 on 2016/07/06 by Robert.Manuszewski
Enabling crash callstack logging by default.
Change 3039220 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C28159: Consider using 'InitiateSystemShutdownEx' instead of 'ExitWindowsEx'. Reason: Legacy API. Rearchitect to avoid Reboot
warning C6001: Using uninitialized memory 'UserNameLength'
warning C6001: Using uninitialized memory 'DomainNameLength'
Change 3039230 on 2016/07/06 by Steve.Robb
Fix for VC internal compiler errors.
Change 3039237 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6385: Reading invalid data from 'Path': the readable size is '400' bytes, but 'PathCurrentDepth' bytes may be read.
Change 3039287 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6509: Invalid annotation: 'return' cannot be referenced in some contexts
warning C6101: Returning uninitialized memory '*lpdwExitCode'. A successful path through the function does not set the named _Out_ parameter.
warning C6387: '_Param_(1)' could be '0': this does not adhere to the specification for the function 'IMoniker::BindToStorage'.
warning C6387: '_Param_(1)' could be '0': this does not adhere to the specification for the function 'IMoniker::BindToObject'.
warning C6031: Return value ignored: 'CoCreateInstance'.
Change 3039359 on 2016/07/06 by Graeme.Thornton
Compile error fix for FAsyncTask, courtesy of SteveR
Change 3039534 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6319: Use of the comma-operator in a tested expression causes the left argument to be ignored when it has no side-effects.
Change 3039545 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6297: Arithmetic overflow: 32-bit value is shifted, then cast to 64-bit value. Results might not be an expected value.
Change 3039578 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6263: Using _alloca in a loop: this can quickly overflow stack.
Change 3039623 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'
warning C6308:'realloc' might return null pointer: assigning null pointer to 'X', which is passed as an argument to 'realloc', will cause the original memory block to be leaked.
warning C6385: Reading invalid data from 'X': the readable size is 'Y' bytes, but 'Z' bytes may be read.
warning C6386: Buffer overrun while writing to 'X': the writable size is 'Y' bytes, but 'Z' bytes might be written.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 3039630 on 2016/07/06 by John.Mahoney
Fix for crash when spawning an actor using a template object that has instance components. UActorComponent::PostInitProperties was adding itself to the owner's InstanceComponents array, resulting in a realloc of that array and invalidating the reference that the owner's ObjectInitializer was trying to replace while instantiating that property. The new instance component will be added to the array as part of the owner's initialization anyway, so it is not necessary to do it here.
#jira UE-29123
Change 3039664 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'NewKeys': the writable size is 'NewIndexSize*4' bytes, but '8' bytes might be written.
warning C6386: Buffer overrun while writing to 'NewHeapIndexes': the writable size is 'NewIndexSize*4' bytes, but '8' bytes might be written.
Change 3039673 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'v'.
Change 3039690 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C6246: Local declaration of 'X' hides declaration of the same name in outer scope.
warning C6262: Function uses '121180' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
warning C6263: Using _alloca in a loop: this can quickly overflow stack.
Change 3040868 on 2016/07/07 by Graeme.Thornton
Config based class stripping for server builds
Change 3040872 on 2016/07/07 by Graeme.Thornton
Remove "return false" NeedsLoadForServer functions from engine code
Change 3040997 on 2016/07/07 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Landscape'.
warning C6011: Dereferencing NULL pointer 'rhs.Allocation.LayerInfo'.
warning C6011: Dereferencing NULL pointer 'lhs.Allocation.LayerInfo'.
Change 3041004 on 2016/07/07 by Steve.Robb
Static analysis fix: warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.
Change 3041014 on 2016/07/07 by Steve.Robb
Static analysis fix: warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 3041111 on 2016/07/07 by Steve.Robb
Removal of an obsolete error message about INI file case sensitivity.
Change 3041150 on 2016/07/07 by Steve.Robb
Static analysis fix: warning C6289: Incorrect operator: mutual exclusion over || is always a non-zero constant. Did you intend to use && instead?
Change 3041274 on 2016/07/07 by Steve.Robb
Static analysis fixes: warning C6001: Using uninitialized memory 'X'.
Change 3041294 on 2016/07/07 by Chris.Wood
Fixed protocol buffer and decompression errors in Crash Report Process (v.1.1.14)
[UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack
Size of buffer received from S3 is incorrect for some records. Fixed read problems by using size header value instead of stream length.
Increased buffer size for decompression as this was sometimes too small.
Modified S3 reading code to look for multiple records in each downloaded file.
Change 3041472 on 2016/07/07 by Steve.Robb
Static analysis fixes:
warning C6294: Ill-defined for-loop: initial condition does not satisfy test. Loop body not executed.
warning C6201: Index '1' is out of valid index range '0' to '0' for possibly stack allocated buffer 'NewHistory.Nodes'.
Change 3043074 on 2016/07/08 by John.Mahoney
Fix for COTF incorrectly reconstructing the original asset path based on the sandbox path when the game name differs from the game folder name.
Fix for COTF GetFiles not handling absolute GameDir paths properly.
#jira UE-31023
Change 3044461 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6386: Buffer overrun while writing to 'Attributes': the writable size is '16384' bytes, but '-8' bytes might be written.
Change 3044470 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Node.Sequence'.
Change 3044476 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Property'.
Change 3044551 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'KeyAreaNode' did.
Change 3044664 on 2016/07/11 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'ToLandscape->SplineComponent'.
warning C28182: Dereferencing NULL pointer. 'SplinesComponent' contains the same NULL value as 'Landscape->SplineComponent' did.
warning C6011: Dereferencing NULL pointer 'Landscape->SplineComponent'.
warning C6385: Reading invalid data from 'out': the readable size is 'sizeof(kiss_fft_cpx)*Dims[0]*Dims[1]' bytes, but '16' bytes may be read.
Change 3044716 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6385: Reading invalid data from 'this->ScreenSize': the readable size is '32' bytes, but '-4' bytes may be read.
Change 3044717 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Window' contains the same NULL value as 'ElementType * Window=AllWindows.FindByPredicate((*FStaticMeshEditorTest::RunTest::<lambda_46fd0093f3912289e870263afe1fcb2e>(ExpectedTitle)))' did.
This appears to be a false positive.
Change 3044787 on 2016/07/11 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'FbxObject'.
warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'RigidMeshNode' did.
warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'Result' did.
Change 3045933 on 2016/07/12 by Steve.Robb
Overloading support for TSharedPtr, TSharedRef and TWeakPtr.
Change 3045960 on 2016/07/12 by Robert.Manuszewski
Fixing a crash in Portal (and any other program that uses UObjects and GCs, with the exception of UHT) caused by classes not having their token stream assembled.
Change 3045963 on 2016/07/12 by Steve.Robb
PLATFORM_COMPILER_HAS_EXPLICIT_OPERATORS, FORCEINLINE_EXPLICIT_OPERATOR_BOOL and SAFE_BOOL_OPERATORS macros removed.
THasOperatorEquals and THasOperatorNotEquals traits moved to their own header.
Change 3045967 on 2016/07/12 by Steve.Robb
Initializer list support for TArray and TSet.
Change 3045968 on 2016/07/12 by Robert.Manuszewski
Fixing an ensure after typing 'stat dumphitches' in console.
Change 3045992 on 2016/07/12 by Robert.Manuszewski
Making sure CoreUObject headers are included for programs that don't include the engine (fixing MinidumpDiagnostics CIS failure)
Change 3047870 on 2016/07/13 by Steven.Hutton
Updated CRW to entity framework with repository models. #rb none
Change 3047871 on 2016/07/13 by Steven.Hutton
Add repository models #rb none
Change 3049468 on 2016/07/14 by Steven.Hutton
Fix broken project files. #rb none
#lockdown Nick.Penwarden
[CL 3050320 by Robert Manuszewski in Main branch]
2016-07-14 14:54:00 -04:00
}
const bool bAdditive = Node . Sequence - > IsValidAdditive ( ) ;
2014-09-03 18:14:09 -04:00
return GetTitleGivenAssetInfo ( FText : : FromString ( Node . Sequence - > GetPathName ( ) ) , bAdditive ) ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
FText UAnimGraphNode_SequencePlayer : : GetNodeTitleForSequence ( ENodeTitleType : : Type TitleType , UAnimSequenceBase * InSequence ) const
{
const bool bAdditive = InSequence - > IsValidAdditive ( ) ;
const FText BasicTitle = GetTitleGivenAssetInfo ( FText : : FromName ( InSequence - > GetFName ( ) ) , bAdditive ) ;
if ( SyncGroup . GroupName = = NAME_None )
{
return BasicTitle ;
}
else
{
const FText SyncGroupName = FText : : FromName ( SyncGroup . GroupName ) ;
FFormatNamedArguments Args ;
Args . Add ( TEXT ( " Title " ) , BasicTitle ) ;
Args . Add ( TEXT ( " SyncGroup " ) , SyncGroupName ) ;
if ( TitleType = = ENodeTitleType : : FullTitle )
{
return FText : : Format ( LOCTEXT ( " SequenceNodeGroupWithSubtitleFull " , " {Title} \n Sync group {SyncGroup} " ) , Args ) ;
}
else
{
return FText : : Format ( LOCTEXT ( " SequenceNodeGroupWithSubtitleList " , " {Title} (Sync group {SyncGroup}) " ) , Args ) ;
}
}
}
2014-04-23 18:30:37 -04:00
FText UAnimGraphNode_SequencePlayer : : GetNodeTitle ( ENodeTitleType : : Type TitleType ) const
2014-03-14 14:13:41 -04:00
{
2014-09-04 11:25:05 -04:00
if ( Node . Sequence = = nullptr )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
// we may have a valid variable connected or default pin value
UEdGraphPin * SequencePin = FindPin ( GET_MEMBER_NAME_STRING_CHECKED ( FAnimNode_SequencePlayer , Sequence ) ) ;
if ( SequencePin & & SequencePin - > LinkedTo . Num ( ) > 0 )
2015-03-04 08:31:40 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
return LOCTEXT ( " SequenceNodeTitleVariable " , " Play Animation Sequence " ) ;
}
else if ( SequencePin & & SequencePin - > DefaultObject ! = nullptr )
{
return GetNodeTitleForSequence ( TitleType , CastChecked < UAnimSequenceBase > ( SequencePin - > DefaultObject ) ) ;
2015-03-04 08:31:40 -05:00
}
else
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
return LOCTEXT ( " SequenceNullTitle " , " Play (None) " ) ;
2014-09-16 15:01:38 -04:00
}
2014-09-04 11:25:05 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
else
{
return GetNodeTitleForSequence ( TitleType , Node . Sequence ) ;
}
2014-03-14 14:13:41 -04:00
}
2014-04-23 18:30:37 -04:00
FText UAnimGraphNode_SequencePlayer : : GetTitleGivenAssetInfo ( const FText & AssetName , bool bKnownToBeAdditive )
{
FFormatNamedArguments Args ;
Args . Add ( TEXT ( " AssetName " ) , AssetName ) ;
2014-03-14 14:13:41 -04:00
if ( bKnownToBeAdditive )
{
2014-04-23 18:30:37 -04:00
return FText : : Format ( LOCTEXT ( " SequenceNodeTitleAdditive " , " Play {AssetName} (additive) " ) , Args ) ;
2014-03-14 14:13:41 -04:00
}
else
{
2014-04-23 18:30:37 -04:00
return FText : : Format ( LOCTEXT ( " SequenceNodeTitle " , " Play {AssetName} " ) , Args ) ;
2014-03-14 14:13:41 -04:00
}
}
2014-09-26 11:31:34 -04:00
FText UAnimGraphNode_SequencePlayer : : GetMenuCategory ( ) const
{
return FEditorCategoryUtils : : GetCommonCategory ( FCommonEditorCategory : : Animation ) ;
}
void UAnimGraphNode_SequencePlayer : : GetMenuActions ( FBlueprintActionDatabaseRegistrar & ActionRegistrar ) const
{
2014-09-29 14:31:25 -04:00
auto LoadedAssetSetup = [ ] ( UEdGraphNode * NewNode , bool /*bIsTemplateNode*/ , TWeakObjectPtr < UAnimSequence > SequencePtr )
2014-09-26 11:31:34 -04:00
{
UAnimGraphNode_SequencePlayer * SequencePlayerNode = CastChecked < UAnimGraphNode_SequencePlayer > ( NewNode ) ;
2014-09-29 14:31:25 -04:00
SequencePlayerNode - > Node . Sequence = SequencePtr . Get ( ) ;
} ;
2014-09-26 11:31:34 -04:00
2014-09-29 14:31:25 -04:00
auto UnloadedAssetSetup = [ ] ( UEdGraphNode * NewNode , bool bIsTemplateNode , const FAssetData AssetData )
{
UAnimGraphNode_SequencePlayer * SequencePlayerNode = CastChecked < UAnimGraphNode_SequencePlayer > ( NewNode ) ;
if ( bIsTemplateNode )
2014-09-26 11:31:34 -04:00
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 2973866)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2937390 on 2016/04/07 by Cody.Albert
#jira UE-29211
Fixed slider to properly bubble unhandled OnKeyDown events
Change 2939672 on 2016/04/11 by Richard.TalbotWatkin
Made a change to how file check out notifications work. Now the dirty package state is processed at the end of every tick, meaning that packages which are dirtied and then cleaned again are not processed. This fixes an issue where a number of child blueprints were flagged as needing checkout when a parent blueprint was compiled. This also allows multiple packages which are dirtied at the same time to be treated as one transaction.
#jira UE-29193 - "Files need check-out" prompt spams Blueprint users
Change 2939686 on 2016/04/11 by Richard.TalbotWatkin
A number of further improvements to mesh vertex color painting:
* Lower LODs are now automatically fixed up for instances which were created in a previous bugged version of the engine.
* Since lower LODs cannot currently have their vertex colors edited, their vertex colors are always derived from LOD0.
* Fixed a bug when building lower LODs so that vertices in neighboring octree nodes are considered when looking for the nearest vertex from LOD0 which corresponds.
* Fixed issue where static meshes with imported LODs would not have the lower LODs' override colors set when "Copy instance vertex colors to source mesh" was used (static meshes with generated LODs were always getting correct override colors).
#jira UE-28563 - Incorrectly displayed LOD VertexColor until paint mode is selected
Change 2939906 on 2016/04/11 by Nick.Darnell
Automation - Adding several enhancements to the automation framework and improving the UI.
* Tests in the UI now have a link to the source and line where they orginate.
* There's now a general purpose latent lambda command you can use to run arbitrary code latently.
* Added Inlined AddCommand for regular and networked commands to the base automation class, to avoid the use of the macro, which prevents breakpoints from working in lambda code.
* Front end now has better column displays offering more room to the test name
* Changed several events to the automation controller to multicast delegates so that many could hook them.
* The UI now refreshes the selection after tests finish so that the output log updates.
Change 2939908 on 2016/04/11 by Nick.Darnell
Automation - The editor import/export tests are now a complex test and actually sperate out all the tests that can be run, some trickiness was required on the filenames so that they didn't expand into more child tests in the UI. (replacing .'s with _'s)
Change 2940028 on 2016/04/11 by Nick.Darnell
Automation - Removing the search box from the toolbar. It's now inlined above the test tree. Tweaking the padding to make it look more other windows and make everything not look so squished. Recursive expansion now works on tests.
Change 2940066 on 2016/04/11 by Nick.Darnell
Automation - Moving the filter group dropdown out of the toolbar and onto the line with the search box above the treeview - additional tweaks to it.
Change 2940092 on 2016/04/11 by Jamie.Dale
PR #2248: Datatable select next row (Contributed by FineRedMist)
Change 2940093 on 2016/04/11 by Jamie.Dale
PR #2248: Datatable select next row (Contributed by FineRedMist)
Change 2940157 on 2016/04/11 by Jamie.Dale
Fixing FTextTest due to some changes made to how currency is formatted
Change 2940694 on 2016/04/12 by Richard.TalbotWatkin
Fixed issue where vertex override colors were not being propagated correctly for generated lower LODs.
#jira UE-29360 - Override Colors not propagated correctly to generated lower LODs
Change 2942379 on 2016/04/13 by Richard.TalbotWatkin
Fixed issue where entering PIE while selecting an actor in Mesh Paint mode could lead to a MeshPaintStaticMeshAdapter holding onto an invalid pointer to an old mesh component, and causing a crash upon leaving the mode. This can happen because, when loading a new streaming level, the proxy actor can be selected when starting PIE, which will subsequently be added to the tool's internal lists. This needs to be added as a GC reference so that it can be NULLed when forcibly destroyed.
#jira UE-29345 - Crash occurs exiting the editor after enabling mesh paint mode and PIEing
Change 2942947 on 2016/04/13 by Richard.TalbotWatkin
Fixed crash when pasting a material function call node from one project to another in which it is not defined.
#jira UE-27087 - Crash when pasting MaterialFunctionCall expressions into the material editor between projects
Change 2943452 on 2016/04/14 by Richard.TalbotWatkin
Updated F4 debug key binding to match what's in ShowFlags.cpp
PR #2197 (contributed by mfortin-bhvr)
Change 2943824 on 2016/04/14 by Alexis.Matte
#jira UE-29090
Make sure we cannot open the color picker when a property is edit const
Change 2943841 on 2016/04/14 by Alexis.Matte
#jira UE-28924
tooltip was add for every hierarchy import option
Change 2943927 on 2016/04/14 by Alexis.Matte
#jira UE-29423
Add Obj support for scene importer
Github PR #2272
Change 2943967 on 2016/04/14 by Richard.TalbotWatkin
Added relevant fields from FBodyInstance to the FoliageType customizations.
#jira UE-20138 - FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties
Change 2948397 on 2016/04/19 by Andrew.Rodham
Moved FSlateIcon definition to SlateCore
It was previously declared as SLATE_API, despite its header residing inside SlateCore. Reviewed by Jamie Dale.
Change 2948805 on 2016/04/19 by Andrew.Rodham
Editor: Deprecated FName UEdGraphNode::GetPaletteIcon(FLinearColor&); in favor of FSlateIcon UEdGraphNode::GetIconAndTint(FLinearColor&); to allow for icons in external style sets to be used.
- Previously, all icons were assumed to reside within FEditorStyle, which is not the case and would create broken icons in the graph editor. All relevant code has been updated to use FSlateIcon structures instead of a simple name.
- This change required a significant overhaul to FClassIconFinder to support FSlateIcons. To keep the API clean, FSlateIconFinder now deals with FSlateIcon class icon finding operations, and FClassIconFinder for the most part just adds actor specific logic.
#jira UE-26502
Change 2950658 on 2016/04/20 by Alexis.Matte
#jira UE-24333
Skinxx workflow, we now output an error if there is mix of material with skinxx and some with no skinxx suffix
Change 2950663 on 2016/04/20 by Alexis.Matte
#jira UE-29582
When exporting to fbx we have to export each material instance as one fbx material
Change 2951240 on 2016/04/21 by Alexis.Matte
#jira UE-28473
Make sure light are render properly after importing a fbx scene
Change 2951421 on 2016/04/21 by Alexis.Matte
#jira UE-29773
fbx skeletalmesh import now support mesh hierarchy
Change 2955873 on 2016/04/26 by Richard.TalbotWatkin
PR #2225: Fix working package directory from the launch profiles (Contributed by projectgheist)
Change 2955965 on 2016/04/26 by Nick.Darnell
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 2956717 on 2016/04/26 by Andrew.Rodham
Editor: World Outliner now correctly calls ProcessEditDelete on editor modes that have asked to process delete operations
#jira UE-26968
Change 2956822 on 2016/04/26 by Andrew.Rodham
Editor: Fixed actors not being removed from the scene outliner when they are added and removed on the same frame
#jira UE-7777
Change 2956931 on 2016/04/26 by Nick.Darnell
New Module - UATHelper - Moving the UAT launching code from the MainFrame module into a reusable module other modules can trigger.
Change 2956932 on 2016/04/26 by Nick.Darnell
Plugins - Now allowing you to package a plugin from the plugin browsing view. Still work in progress.
Change 2957164 on 2016/04/26 by Nick.Darnell
Hot Reload - Fixing hot reload, it no longer creates a temporary copy of the module manager. Making the copy constructor private on the module manager to prevent this in the future.
Change 2957165 on 2016/04/26 by Nick.Darnell
Fixing the Editor Mode plugin sample, it no longer provides a bad starting example for where to create your widgets.
#jira UE-28456
Change 2957510 on 2016/04/27 by Nick.Darnell
PR #2198: Git Plugin implement the Sync operation to update local files using the git pull --rebase command (Contributed by SRombauts)
#jira UE-28763
Change 2957511 on 2016/04/27 by Andrew.Rodham
Editor: Make favorites button on details panel non-focusable
- This was preventing users being able to tab between value fields on the details panel
Change 2957610 on 2016/04/27 by Nick.Darnell
PR #1836: Git plugin: make initial commit when initializing new project (Contributed by SRombauts)
#jira UE-24190
Change 2957667 on 2016/04/27 by Jamie.Dale
Fixed crash that could happen in FTextLayout::GetLineViewIndexForTextLocation if passed a bad location
#jira OR-18634
Change 2958035 on 2016/04/27 by Nick.Darnell
Fixing the DesignerRebuild flag detection so that we can just refresh the slate widget without recreating the preview UObject, which causes the destruction of the details panel, and the slate widget recreation was the only part that was required.
Change 2958272 on 2016/04/27 by Jamie.Dale
Added FAssetData::GetTagValue to handle getting asset tag values in a type-correct way
This allows type-conversion using LexicalConversion, and also has specializations for FString, FText, and FName.
#jira UE-12096
Change 2958348 on 2016/04/27 by Jamie.Dale
PR #2282: Slate font shutdown order fix (Contributed by FineRedMist)
Change 2958352 on 2016/04/27 by Jamie.Dale
Fixed the subtitle manager updating the wrong list of subtitles
#jira UE-29511
Change 2958390 on 2016/04/27 by Jamie.Dale
Removed some old placement-new style array insertions
Change 2959360 on 2016/04/28 by Richard.TalbotWatkin
Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]
Change 2959724 on 2016/04/28 by Cody.Albert
Merging hardware survey gating logic from 4.10
#jira UE-28666
Change 2959807 on 2016/04/28 by Cody.Albert
Removed deprecated function call
#jira UE-28666
Change 2959894 on 2016/04/28 by Cody.Albert
Fix for scroll offset being clamped by content size, not scroll max
#jira UE-20676
Change 2960048 on 2016/04/28 by Jamie.Dale
Added FAssetData::GetTagValueRef to go along with FAssetData::GetTagValue
#jira UE-12096
Change 2960782 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2960885 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2961170 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2961171 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2961173 on 2016/04/29 by Jamie.Dale
Removed some inline duplication on the specialized template functions
#jira UE-12096
Change 2963124 on 2016/05/02 by Jamie.Dale
FExternalDragOperation can now contain both text and file data at the same time
This better mirrors what the OS level drag-and-drop operations are capable of, and some applications will actually give you both bits of data at the same time.
#jira UE-26585
Change 2963175 on 2016/05/02 by Jamie.Dale
Updated some font editor tooltips to be more descriptive
#jira UE-17429
Change 2963290 on 2016/05/02 by Jamie.Dale
The Localise UAT command can now be run with a null localisation provider
Change 2963305 on 2016/05/02 by Jamie.Dale
Fixed minor typo
Change 2963402 on 2016/05/02 by Jamie.Dale
Cleaned up all the current localization key conflicts and warnings from gathering Engine code
#jira UE-25833
Change 2963415 on 2016/05/02 by Jamie.Dale
Rephrased a message that could generate a CIS warning
#jira UE-25833
Change 2964184 on 2016/05/03 by Jamie.Dale
Fixed duplicate "Font" entry in asset picker menu
This was caused by PropertyCustomizationHelpers::GetNewAssetFactoriesForClasses using CanCreateNew rather than ShouldShowInNewMenu, as UFont has two factories, but one is supposed to be hidden from the UI.
We also now make sure the factories are sorted by display name before being shown in the UI.
#jira UE-24903
Change 2966108 on 2016/05/04 by Nick.Darnell
Engine - Rearranging the order of ELoadingPhase's enums so that they match the loading order of modules.
Change 2966113 on 2016/05/04 by Nick.Darnell
[Engine Loop Change] UEngine now defines a Start() function, that subclasses can use to start game related things after initialization of the engine. This is done so that after the Init() call on UEngine, we can then perform a module load for the ELoadingPhase::PostEngineInit phase of loading, then inform the UEngine that it's time to start the game. Therefore, UGameEngine now tells the GameInstance to Start during this phase now.
Change 2966121 on 2016/05/04 by Jamie.Dale
Config writing improvements when dealing with property values
This updates FConfigFile::ShouldExportQuotedString to make sure that a property value containing any characters that FParse::LineExtended will consume when parsing back in the config file (such as { and }, or a trailing \) cause the string to be quoted.
This also adds FConfigFile::GenerateExportedPropertyLine to generate the INI key->value lines in a consistent and correctly escaped way, and makes sure that everything that writes out lines to a config file uses it.
FConfigCacheIni::SetString and FConfigCacheIni::SetText have been updated to update the value even if it only differs by case.
UObject::SaveConfig and UObject::LoadConfig have had some code whitespace fix-up (from a bad merge).
Change 2966122 on 2016/05/04 by Jamie.Dale
Added a setting to control dialogue wave audio filenames
Change 2966481 on 2016/05/04 by Jamie.Dale
PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)
Change 2966887 on 2016/05/04 by Jamie.Dale
PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)
Change 2967488 on 2016/05/05 by Ben.Marsh
Changes to support packaging plugins from the editor.
* UBT now has an option to explicitly disable hot-reloading in any circumstances.
* When running with -module arguments for a monolithic target, UBT will no longer try to relink the executable in source builds (so it's possible to compile plugin libs outside of an installed engine build without having already built UE4Game).
* When packaging, a temporary host project is always generated in the output directory to avoid invalidating intermediates in the source directory.
* An empty Config\FilterPlugin.ini file is written out with instructions on how to list additional files to package if it is not already present.
Change 2967947 on 2016/05/05 by Nick.Darnell
PR #2358: Properly display Mip Level Count and Format for UTexture2DDynamic Textures (Contributed by Allegorithmic)
#jira UE-30371
Change 2968333 on 2016/05/05 by Jamie.Dale
Fixed MultiLine not working with arrays of string or text properties
- The detail customizations for FString and FText properties now read the meta-data off the correct property.
- The UDS editor now lets you set the "MultiLine" meta-data on arrays of FString and FText properties.
- Fixed changing the "MultiLine" flag on a UDS property not rebuilding the default value editor.
- Fixed the default values panel in the UDS editor having a title area.
#jira UE-30392
Change 2968999 on 2016/05/06 by Jamie.Dale
Fixed infinite loop in the editor if a directory that is being watched is deleted
#jira UE-30172
Change 2969105 on 2016/05/06 by Richard.TalbotWatkin
Fixed issue where opening a submenu while the parent menu had a text box focused would lead to a crash. The graph node comment text widget now only dismisses all menus if the text commit info implies that it was committed by some user action.
#jira UE-29086 - Crash When Typing a Node Comment and Hovering Over the Alignment Option
Change 2969440 on 2016/05/06 by Jamie.Dale
Significant performance improvements when pasting a large amount of text
#jira UE-19712
Change 2969619 on 2016/05/06 by Andrew.Rodham
Auto-reimport is now disabled inside an editor running in unattended mode
Change 2969621 on 2016/05/06 by Jamie.Dale
Added the ability to override the subtitle used on a dialogue wave
This is useful for effort sounds, plus some other cases, such as characters speaking in a foreign language not known to the player.
#jira UETOOL-795
Change 2970588 on 2016/05/09 by Chris.Wood
Fix typo in operator expression in UEndUserSettings::SetSendAnonymousUsageDataToEpic()
[UE-26958] - GitHub 2056 : Fixing typo in the operator
#2056
Change 2971151 on 2016/05/09 by Chris.Wood
Logging ensure fails as errors. Automated tests with ensure fails will be unsuccessful.
[UE-19579] - If an ensure() fails within an automated test, the test can still show a positive result.
[UE-26575] - GitHub 2030 : Add error-severity message to log on ensure.
PR #2030
Change 2971267 on 2016/05/09 by Alexis.Matte
Wrong parameter when calling GetImportOptions
#jira UE-30299
Change 2972073 on 2016/05/10 by Richard.TalbotWatkin
Fixed UModel methods which make surfaces as modified.
#jira UE-28831 - Unable to undo material placement on BSP
Change 2972329 on 2016/05/10 by Nick.Darnell
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 2972887 on 2016/05/10 by Alexis.Matte
#jira UE-30167
We now import the geometric transform also when we uncheck the absolute transform in the vertex.
Change 2973664 on 2016/05/11 by Nick.Darnell
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 2973717 on 2016/05/11 by Nick.Darnell
Fixing compiler issues from main merge.
#jira UE-30590
Change 2973846 on 2016/05/11 by Jamie.Dale
Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue
These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects).
The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue.
This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made).
Change 2973847 on 2016/05/11 by Jamie.Dale
Changing the loading phase in the localization dashboard now writes to the default config
#jira UE-30482
Change 2973866 on 2016/05/11 by Jamie.Dale
Deprecated some functions that were taking an unused position.
These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version.
- FViewportFrame::ResizeFrame
- FSceneViewport::ResizeFrame
- FSceneViewport::ResizeViewport
[CL 2973886 by Nick Darnell in Main branch]
2016-05-11 11:05:13 -04:00
AssetData . GetTagValue ( " Skeleton " , SequencePlayerNode - > UnloadedSkeletonName ) ;
2014-09-26 11:31:34 -04:00
}
else
{
2014-09-29 14:31:25 -04:00
UAnimSequence * Sequence = Cast < UAnimSequence > ( AssetData . GetAsset ( ) ) ;
check ( Sequence ! = nullptr ) ;
SequencePlayerNode - > Node . Sequence = Sequence ;
}
} ;
const UObject * QueryObject = ActionRegistrar . GetActionKeyFilter ( ) ;
if ( QueryObject = = nullptr )
{
FAssetRegistryModule & AssetRegistryModule = FModuleManager : : LoadModuleChecked < FAssetRegistryModule > ( TEXT ( " AssetRegistry " ) ) ;
// define a filter to help in pulling UAnimSequence asset data from the registry
FARFilter Filter ;
Filter . ClassNames . Add ( UAnimSequence : : StaticClass ( ) - > GetFName ( ) ) ;
Filter . bRecursiveClasses = true ;
// Find matching assets and add an entry for each one
TArray < FAssetData > SequenceList ;
AssetRegistryModule . Get ( ) . GetAssets ( Filter , /*out*/ SequenceList ) ;
for ( auto AssetIt = SequenceList . CreateConstIterator ( ) ; AssetIt ; + + AssetIt )
{
const FAssetData & Asset = * AssetIt ;
UBlueprintNodeSpawner * NodeSpawner = UBlueprintNodeSpawner : : Create ( GetClass ( ) ) ;
if ( Asset . IsAssetLoaded ( ) )
{
2019-05-16 08:19:38 -04:00
UAnimSequence * AnimSequence = Cast < UAnimSequence > ( Asset . GetAsset ( ) ) ;
if ( AnimSequence )
{
2019-05-16 08:57:13 -04:00
NodeSpawner - > CustomizeNodeDelegate = UBlueprintNodeSpawner : : FCustomizeNodeDelegate : : CreateStatic ( LoadedAssetSetup , TWeakObjectPtr < UAnimSequence > ( AnimSequence ) ) ;
2019-05-16 08:19:38 -04:00
NodeSpawner - > DefaultMenuSignature . MenuName = GetTitleGivenAssetInfo ( FText : : FromName ( AnimSequence - > GetFName ( ) ) , AnimSequence - > IsValidAdditive ( ) ) ;
NodeSpawner - > DefaultMenuSignature . Tooltip = GetTitleGivenAssetInfo ( FText : : FromString ( AnimSequence - > GetPathName ( ) ) , AnimSequence - > IsValidAdditive ( ) ) ;
}
2014-09-29 14:31:25 -04:00
}
else
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3536809 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 1.
Change 3536814 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 2.
Change 3596207 by Thomas.Sarkanen
Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250
PhAT Upgrade
#jira UEAP-29 - New PhysicsAsset editor
Changelists from task stream:
Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.
This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.
Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renaming PhAT files to PhysicsAssetEditor
Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rename PhAT -> PhysicsAssetEditor
Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up PhAT to Physics Asset Editor
Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Reverted some over-zealous renaming
Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
Added the ability to hide filter menus to skeleton tree
Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added new physics asset skeleton tree builder
Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree extensions to support physics assets
Only started this work - still much to do
Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged persona viewport menus
Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed body/constraint modes.
Added graph editor
Added edit mode - moved viewport client code over
Got PhAT skel mesh rendering in viewport
Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Increased hit proxy priority to improve selection
Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree gets bodies & shapes back.
Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.
Added multi-select to bone proxy customization
Re-tweaked editor layout
Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection sync work.
Customization of anim viewport menus.
Context menus for physics asset items, as well as masking of various context menu items via settings.
Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!
Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
More viewport menu fixups (plus deleting duplicate functionality).
Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
Cleaned up unused files & code
Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Allow extensibility of viewport menu bars
Slate changes:
Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
Allow menu bars to optionally invert-on-hover.
Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
Adjusted core styling of menu bar elements.
Other changes:
Adjusted padding for various UI elements to preserve previoud behavior.
Adjusted SAnimViewportToolbar to use the new menu bar builder.
Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.
Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added extension point to viewport menu bar
Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Getting sim working again
Moved over to using preview instance so we share functionality with Persona editors.
Added time dilation options to persona preview scene.
Removed PhAT specific recording functionality (it is in the viewport now).
Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Recreate physics state on edit, not sim start
This allows velocity to be inherited when simulation is started
Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moving viewport to continually-invalidated one like animation editors
Fixed crash in non-extended viewport toolbars
Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bodies start off non-expanded
Selection now synced between viewport and graph
Constraint selection in graph not works on the first try
Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added missing icon
Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed shape listing from graph nodes
Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Double click on body node recenters graph
Fixed graph disappearing on right-click
Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented cursor getting swallowed in sim mode
Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed overlapping text
Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Node layout now takes dimensions into account
Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash opening Persona editors
Renamed file
Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to profiles menu
Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Profiles can now be edited in their own details panel
Existing customizations folded into the new panel
Tweaks to toolbar
Added the ability for the persona details panel to have extra top/bottom content added
Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Add profile control to context menus
Also delete old unused code
Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Toolbar trimmed down & re-ordered
Body/constraint ops moved to context menus
Apply physmat now a context-menu option with an asset picker
Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed extra warning dialog when auto-creating bodies
Changed title of new asset dialog to "auto-create bodies"
Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix "simulate selected"
As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.
Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type
Fixed up selection so body selection works & tree seleciton is properly synced with viewport
Added recursion guard to selection delegate handlers.
Removed vestigial instance property editing support (no longer needed).
Removed unused old tree support code
Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added constraints to tree
Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix bone proxiies stopping updating after initial viewport selection
Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up selection issues when creating new bodies
Added constraint context menu
Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved icons to central location
Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Customized filtering of the skeleton tree
Hide constraints by defualt
Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).
BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.
Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303
Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved physics sim options to viewport menu (so seleciton changing is not required to change them)
Moved physics-related rendering options to show menu
We no longer switch to sim options when nothing is selected.
During simulation we now disable the details panel
Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)
Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Small fixes based on feedback:
Exposed Mirror tool to menus
Exposed constraint quick actions to menus
Added edit condition to Position & Velocity strength for physical animation
Fixed up some tooltips & display names
Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Defaulted to constraints as points
Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Request from Nick D:
Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.
Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.
Slightly increased point-constraint rendering size and added crosshair cursor to constraints
Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)
Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed duplicate time dilation (can just use viewport menu!)
Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge
Prevent crash by attaching to root component in the correct place
Add IWYU include for TArrayView
Remove more unused code
Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix constraint/body selection one final time
Move constraint drawing to SDPG_World (apart from point mode)
Remove depth offset in material
Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enabling/disabling collision between bodies is now clearer
Menu items are now enabled and disabled correctly depending on collision state
Tooltip reflects what actually gets done when the operation is enacted
Also corrected a few functions that still reference constraint & body mode
Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added enable/disable collision with all
Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code graph items based on current profile
Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code tree items too
Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bone selection & manipulation now possible - allows for pose setup before simulation
Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.
Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix compile error
Color code according to simulated/kinematic status
Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
File i missed
Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added physics asset factory so physics assets can be created form the "new asset" menu.
Skeletal mesh is picked then a defualt asset is generated
Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Improve interactions with bones & bodies
Clear bone selection when selecting bodies/constraints
Always hide gizmo in simulate
Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused selection lock feature
Fixed selection working incorrectly with details panel closed
Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection improvements
Multiselect in tree now only selects non-collapsed tree elements
Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).
Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994
Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge issues
Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Simulation now works in a simlar way to the level editor
Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.
Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed selection color of wireframe drawing (this broke ages ago!)
Fixed initialized environment color/intensity
Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)
Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when simulating selected new bodies
Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)
Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Select all is now a menu option
Context menu pops when right-clicking nothing now too
Menu no longer grows enormous when multiple types of objects are selected
Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enlarged constraint rendering size
Show constraints (rather than points) by default
Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Assets now appear in the asset family shortcut bar
Physics Assets now render thumbnails
Skeleton tree can now work in 'picker' mode
Constraints can now be created manually in the graph, tree and viewport
Fixed double-click and mousewheel not working right sometimes
Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed clicks incorrectly selecting bones in simulate mode
Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Asset config is now loaded/saved
Fixed antoher corner case with viewport clicks in sim
Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved body creation params over to a details panel & settings object
Moved initial creation dialog over to use the new system too
Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renamed shapes and constraints in the tree view
Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Constraints are now not filtered by default
Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selecting constraints now shows them (and the bodies involved) in the graph
Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed "Show Kinematic Bodies"
We now always show kinematic status in simulate mode
Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
PhAT rendering settings are now persisted across sessions.
Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.
Added editable opacity to collision rendering.
Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
New materials with opacity parameter
Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Re-saved materials
Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added ability to only show selected bodies as solid
Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix focus 'F' shortcut sometimes not working
Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix a bunch of selection issues with the graph not keeping in sync
Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853
Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed disappearing convex meshes on simulate
Also fixes crash in thumbnail rendering
Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled selection on mesh. Fixes selection issues.
Also made the hit proxy use a crosshair when over bodies, for easier selection
Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added body/body collision buttons back to the main toolbar
Fixed solid body drawing using the wrong material when no bodies are selected
Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix delete shortcut not working when tree is focused
Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Integrated per-bone primitive generation with the new tab method
Removed context menu item for bones (fixes duplicate popup)
Fixed undo/redo not working for regenerating all bodies
Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled body regeneration when simulation is running
Fixed up tab icons
Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)
Animation picker removed from toolbar (we use the preview scene settings for this now)
Fixed profiles tab icon
Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Show attached assets in tree
Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix broken multi-selection of bone proxies
Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed code that prevented parts of the UI (like simulation) from working in PIE
Removed graph overlays & added "PHYSICS" label
Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed arrows from graph
Fixed dragging off constraints/input pins/bodies in constraint-created graphs
Constraint names now include both bodies
Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched from colors to icons in the skeleton tree
Removed bold fonts
Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Layout fixes
Added border around generate button in tools panel
Removed skeleton tree header in contexts where it is not needed
Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added slow task dialog for body generation
Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged context menus to be not so huge
Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged menus some more
Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Colorized details customization of swing/twist items
Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Auto-open assets when creating from skeletal mesh
Tweaked tooltip on suggestion from Nick D
Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed mirroring changes not showing up straight away
Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved over to Persona-style floor adjustment
Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked tooltips for filtering items
Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added "deselect all" option (Esc)
Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Graph selection tweaks
Selected bodies in the viewport/tree are now also selected in the graph.
Selection outline is now matched to the graph outline instead of using default outline.
Pin allocation no longer happens twice
Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched simulate shortcut to Alt+Enter
Avoids conflict with clobal PIS/SIE shortcuts
Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Minor body regeneration refactor
Label for tools tab button is dynamic depending on selection context
Generation setttings are now re-used by creation dialog too
Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting
Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Resetting animation to default now correctly applies the animation
Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up physics asset editor's use of debug skel mesh component
This broke post-merge from Dev-AnimPhys.
Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).
Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved code to add/remove/assign/unassign profiles to details customization
Also allowed dupication again (via the menu)
Allows correct naming of new profiles as before (as this is handled in PostEdit)
#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented ctrl+selection of constraints from re-selecting
Avoided defered broadcast of seleciton event from the graph
#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor
Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed bodies incorrectly simulating outside of 'simulate' mode
Forced all bodies to be non-simulated when simulation is disabled.
Also removed non-functioning motor menu options & disabled more menu options when simulating
#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor
Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when failing to create a physics asset with multi convex hull
#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created
Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed typo that disabled editability of profile names incorrectly
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when opening a physics asset with a deleted preview skeletal mesh
Now assigns default mesh as before
If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.
#jira UE-47918 - Crash when opening certain Physics Assets
Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevent "set bodies below" from improperly enabling simulation on bodies
#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor
Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics assets with simulated bodies no longer simulate when first opened
#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened
Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix excessive gravity crash when actors pop out of the world
Also restrict gravity to non NaN-causing levels.
#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor
Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581
Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix merge issues
Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed delegate for skeleton tree context menu extension, now uses an empty section
Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added comments to bone proxy & physics asset editor shared data
Removed unused variables
Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed constraint 'all positions' rendering
Removed empty override of unregister tab spawners
Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when setting skeletal mesh
Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor
#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying
Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics asset selection color now uses editor settings
Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused functions
Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Commented SetBodiesBelowPhysicsType as per code review
Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled physical material menu in simulate
Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused code
Commented a few functions
Re-instated preview mesh selection
Removed delegate allowing viewport client class creation
Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Remove unused code
Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965
Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup merge errors
Change 3596227 by Jonathan.Poncelet
Fixed physics substepping interpolation using the wrong starting value.
#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16
Change 3596241 by Jonathan.Poncelet
Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.
#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin
Change 3596247 by Thomas.Sarkanen
Fixup CIS errors post PhAT Upgrade merge
Change 3596250 by Thomas.Sarkanen
More CIS fixes
Change 3596255 by Benn.Gallagher
Fixed compilation errors when nativizing animation blueprints that use subinstances
#jira UE-46522
Change 3596256 by Benn.Gallagher
Fixed orphaned sub anim instance pins hanging around
#jira UE-46545
Change 3596257 by Benn.Gallagher
Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.
#jira UE-48045
Change 3596258 by Benn.Gallagher
Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible
#jira UE-47755
Change 3596259 by Benn.Gallagher
Fixed mismatch between paint values and view values for clothing tools
#jira UE-48110
Change 3596260 by Benn.Gallagher
Stopped property context menus killing the whole window stack when an item is clicked
#jira UE-48158
Change 3596261 by Thomas.Sarkanen
One last Mac CIS fix (hopefully)
Change 3596308 by Benn.Gallagher
Removed outdated references to APEX in clothing example map.
Change 3596360 by Martin.Wilson
Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded
#jira UE-48452
Change 3596459 by Benn.Gallagher
Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.
#jira UE-47567
Change 3596967 by Aaron.McLeran
Adding setting default reverb send level in audio settings.
Change 3596974 by Ethan.Geller
Merge in fix from Christopher Oliver
Change 3597243 by Aaron.McLeran
Checking in missing files.
Change 3597686 by Ethan.Geller
Fix warnings/errors from CL 3597452
Change 3597846 by Ethan.Geller
Fix errors, take 2
Change 3598290 by Ethan.Geller
Panning Angle Issue
Change 3598412 by Ethan.Geller
Change Core.h header to CoreMinimal.h, fix warnings
Change 3599797 by Jurre.deBaare
LODs from Merge Actor tool have bad normals
#jira UE-47129
#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
1) Summing all lightmap pixel counts for each mesh component being merged
2) Calculating fitting texture dimension by taking square root of the total pixels
Change 3599863 by Lina.Halper
PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)
Change 3599883 by Jurre.deBaare
HLOD: update outliner tooltip when UE docs arrive
#jira UE-20352
Change 3599944 by Martin.Wilson
Smart name refactor
- Remove guids entirely
- Remove automatic fix up
- Simplify smart name mapping container
- Make animations deterministic for cooking
#jira UEAP-264
Change 3600133 by Benn.Gallagher
Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
#jira UE-48612
Change 3600166 by Benn.Gallagher
Fixed cloth paint gradient allowing invalid values
#jira UE-48114
Change 3600719 by Lina.Halper
PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)
Change 3601668 by Jurre.deBaare
Improve BlendSpace preview pin dragging controls
#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
#misc Also added tooltips on the grid to make the functionality more discoverable
#jira UE-43011
Change 3601669 by Jurre.deBaare
No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
#jira UE-46892
Change 3601731 by Benn.Gallagher
Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.
#jira UE-48329
Change 3601897 by Lina.Halper
fixing issue with sequencer reinitialization
#jira: UE-48556
Change 3602339 by Benn.Gallagher
Fixed comment/tooltip typo
Change 3602502 by Benn.Gallagher
Fixed clothing gradient tool renderer not showing selected points when camera was moving
#jira UE-48331
Change 3602664 by Ethan.Geller
Unshelved fixes from Dev-VR
Change 3602726 by Lina.Halper
Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject
#jira: UE-48700
Change 3603011 by Lina.Halper
Fix build error
Change 3604139 by Benn.Gallagher
Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.
#jira UE-47960
Change 3604284 by Benn.Gallagher
Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running
#jira UE-48687
Change 3604612 by Lina.Halper
Fix curve issue from automation test
- It was actual bug.
Change 3604614 by Lina.Halper
- Fix crash with macro anim notify
- Make sure macro anim notify doesn't show up in the menu
#jira: UE-45036
Change 3604725 by Lina.Halper
fixed issue with opening state machine from anim graph
#jira: UE-48726
Change 3604971 by Aaron.McLeran
#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.
Bringing fix from 4.17 to Dev-AnimPhys
Change 3605787 by Aaron.McLeran
Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls
- This is necessary in order to use the sound concurrency "limit by owner" feature
Change 3606851 by Jurre.deBaare
UE4Editor Static Analysis Win64 - Warning fix
Change 3607022 by Lina.Halper
Fix static analysis warning
Change 3607229 by Jurre.deBaare
RemoveAllCurveData should not allow removing data from the Skeleton
#jira UE-48107
Change 3607660 by Martin.Wilson
Live link client can run in cooked builds too
#jira UEAP-306
Change 3607668 by Ethan.Geller
#jira UE-48792 fix null dereference case in audiodevice.cpp
Change 3607734 by Lina.Halper
LOD linking to curve
- consolidated to one param - curve eval option
- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
- flipped meaning to align with bAllowCurveEvaluation
- also fixed issue with orion cooking - where transform curves are added as normal curves
#jira: UE-37996, UE-48782
Change 3607859 by Martin.Wilson
Missed files from live link editor checkin
Change 3607958 by Martin.Wilson
Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)
Change 3608566 by Ethan.Geller
change include to avoid header conflicts on Linux
Change 3609074 by Ethan.Geller
Take 2: Fix capitalization on include, fix Linux build.
Change 3610024 by Lina.Halper
Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene
- we used to load advanced preview setting by persona module
- this has been moved to persona tool kit, and now all other modules are crashing
- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.
#jira: UE-48809
Change 3610081 by Jurre.deBaare
Animations can't be set on blend samples from the dropdown
#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
#jira UE-48746
Change 3610088 by Jurre.deBaare
Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
#jira UE-48741
Change 3610862 by Ethan.Geller
Fix submix effects for situations where number of input channels does not equal output channels
Change 3611346 by Aaron.McLeran
Using audio thread platform affinity mask for audio render thread.
Change 3613297 by Ethan.Geller
Simple delay submix
Change 3614435 by Martin.Wilson
CIS fix
Change 3614482 by Martin.Wilson
Store root motion on anim instance instead of proxy to avoid thread safety stalls
#jira UE-46896
Change 3614483 by Martin.Wilson
Evaluate curves in anim offsets
#jira UE-47119
Change 3614495 by Jurre.deBaare
Reimport alembic file with new source option does not automatically tick any tracks
#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
#jira UE-46141
Change 3614645 by Thomas.Sarkanen
Fixed physics assets not simulating when BlockAll was globally overridden
Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT
#jira UE-48591 - Physics assets not simulating correctly in Orion
Change 3614683 by Lina.Halper
Fixed crash when modifying default physicsasset
#jira: UE-48844
Change 3614721 by Jurre.deBaare
Vertex painting on skeletal meshes bound by physics asset
#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
#jira UE-48004
Change 3614730 by Thomas.Sarkanen
Fixed crash when regenerating multi convex hulls from zero-vert bones
We handled this in the single convex hull case, but multi did not.
#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body
Change 3614763 by Jurre.deBaare
Moving over:
HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
#jira UE-48249
#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh
Change 3615029 by Lina.Halper
Fix issue with highlight
#jira: UE-48855
Change 3617593 by Thomas.Sarkanen
Fixed crash when regenerating large amounts of bodies
We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems
#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies
Change 3617609 by Jonathan.Poncelet
Fixed crash that could occur when opening a physics asset and deleting bones.
#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it
Change 3617723 by Thomas.Sarkanen
Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down
Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
Moved AddToRoot pattern used for anim preview scene to FGCObject
#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed
Change 3617818 by Benn.Gallagher
Final v1 UX changes for clothing tool, and removed experimental flag
Change 3617937 by Jurre.deBaare
Default bounds for Alembic skel-mesh are too large
#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
#jira UE-47139
Change 3618187 by Ethan.Geller
Implement Audiomixer in HTML5
Change 3618188 by Lina.Halper
Fix issue with highlight in persona
#jira: UE-49020
Change 3618229 by Lina.Halper
Fix crash on exit when modify is causing it to serialize again in the middle of tear down
#jira: UE-48025
Change 3618248 by Lina.Halper
fix issue by workaround where clamp is not happening with allowspin is false
#jira: UE-47001
Change 3618289 by Aaron.McLeran
Removing audio format types we're not using for simplicity
Change 3618291 by Martin.Wilson
Fix duplicate of curve name appearing in list when renaming
#jira UE-49041
Change 3618390 by Aaron.McLeran
Removing a case for DTYPE_Xenon since this is never used.
Change 3618425 by Martin.Wilson
Keep notify UI up to data across multiple editors when adding notifies to an animation
#jira UE-48104
Change 3619023 by Aaron.McLeran
Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used
Change 3619129 by Aaron.McLeran
Source bus feature.
- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
- Buses can be routed to each other
- Buses have a duration which can be set in bus asset
- Buses can choose between mono and stereo channels
- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.
- Some engine changes and optimizations:
- Format conversion to float is done in async workers for decode vs the render callback
- Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
- Apply master attenuation at the final output vs per-source
- Fixed code that performs fade in/fade out for smooth startup and shutdown.
- Moved FSourceParam to FParam into DSP utility so others can use it.
- Some engine fixes:
- Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
- Fixed an issue with pause
- Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
- Fixed an issue with WorldID not getting set for listeners
TODO:
- fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses
Change 3619159 by Ethan.Geller
#jira UE-48950 fix steam audio crash on editor exit
Change 3619555 by Jonathan.Poncelet
Fixed constraint debug drawing arrows in the physics asset editor being too large.
#jira UE-48863 Limited constraints and free constraints are much larger on screen
Change 3619574 by Thomas.Sarkanen
Fixed debug link for animation blueprints not persisting when changing preview mesh
Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.
#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session
Change 3619586 by Thomas.Sarkanen
Fixed physics asset shortcut not working correctly in certain circumstances
FBox was using uninitialized memory
#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body
Change 3619640 by Thomas.Sarkanen
Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars
Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).
#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar
Change 3619644 by James.Golding
Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
#jira UE-47652
Change 3619654 by Martin.Wilson
Fix removing a curve when it isn't used on any animations
#jira UE-49048
Change 3619771 by Thomas.Sarkanen
Make sure the physics asset editor floor has collision, regardless of what BlockAll does
#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config
Change 3619803 by Jonathan.Poncelet
Fixed localization warnings caused by duplicate keys.
#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings
Change 3619813 by Jurre.deBaare
Baked bones using a pose animation are rotated in the wrong direction
#fix root bone transform wasn't being taken into account while generating final bone transforms
#misc added debug logging for future work
#jira UE-47362
Change 3619830 by Jurre.deBaare
Biased Texture Size option is not functioning when Merging Actors
#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
#misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
#jira UE-48108
Change 3619859 by Thomas.Sarkanen
Fixed HLOD selection sphere persisting on undo/redo
Removed HLOD selection actors when the outliner is refreshed
#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.
Change 3619871 by Martin.Wilson
Calculate root motion over the correct segment times, not the track times
#jira UE-43719
Change 3619898 by Thomas.Sarkanen
Improve UI feedback around bounds/in-game bounds in animation editor viewports
Tooltip for in-game bounds is now more detailed
In-game bounds cannot be selected if bounds is not also selected
#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing
Change 3619908 by Thomas.Sarkanen
Fixed tooltip for PhysicsType
#jira UE-48421 - Incorrect tooltip for Physics Type
Change 3620014 by Jurre.deBaare
Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
#misc Also added more delegates to ensure the restriction is up to date
#jira UE-46980
Change 3620104 by Jurre.deBaare
HLOD doesn't support renaming in levels
#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
#jira UE-48072
Change 3620151 by Thomas.Sarkanen
Undo/redo now correctly affects animation preview scene settings
Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc
#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI
Change 3620152 by Thomas.Sarkanen
Exposed LOD menu in PhAT
This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.
#jira UE-47970 - LODs not working in Physics Asset Editor
Change 3620177 by Benn.Gallagher
PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)
Change 3620250 by Jurre.deBaare
HLOD assets left in HLOD folder when clusters are deleted
#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
#jira UE-47450
Change 3620273 by James.Golding
PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
#jira UE-48530
Change 3620274 by James.Golding
PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
#jira UE-48531
Change 3620275 by James.Golding
Add icon for destruction plugin
Change 3620401 by Ethan.Geller
#jira UE-47684 Remove SDL dependencies from Win64
Change 3620586 by Jurre.deBaare
Linux CIS fix
Change 3620660 by Martin.Wilson
Fixes for state machines getting reinitialized in situations that users don't want them to.
-Added option to state machine to allow it to skip reinitialization when it becomes relevant
-Added option to slot nodes to keep source pose relevant while montage slot is playing.
#jira UE-43578
Change 3620665 by Aaron.McLeran
Making source buses only show relevant source bus data.
- hiding sound wave categories that aren't relevant to source buses
Change 3621087 by Ethan.Geller
#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.
Change 3621144 by Aaron.McLeran
#jira UE-49147
#jira UE-49145
Fixing concurrency and volume stats
Change 3621148 by Aaron.McLeran
Fixing typo
Change 3621180 by Ethan.Geller
#jira UE-49151 Fix for browser preview on bus only sounds
Change 3621421 by Ethan.Geller
#jira UE-49165 Fix real time audio slider.
Change 3621604 by Ethan.Geller
#jira UE-44847 fix iOS panning algorithm on non-audio mixer
Change 3621626 by Lina.Halper
Fix issue with anim montage displaying when selecting animation
#jira: UE-48749
Change 3621813 by Thomas.Sarkanen
Fixing undo/redo of bone modifications in Physics Asset Editor (and others)
Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).
#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work
Change 3621831 by Jurre.deBaare
Crash fix for Material baking when trying to analyse a MP_MAX material property
#jira UE-49172
Change 3621936 by Thomas.Sarkanen
Fixed CIS error from merge
Change 3621937 by Thomas.Sarkanen
Fix merge issue with API change in USynthComponent
Change 3622173 by Thomas.Sarkanen
Fixed ortho viewports being bright white in sub-editors
Preview scenes in general are responsible by default for the background color.
Advanced preview scenes now use background color from settings. Previously only te animation editors did this.
#jira UE-48841 - The background of the orthographic viewports is bright white
Change 3622730 by Ethan.Geller
#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran
Change 3622759 by Ethan.Geller
#jira 49170 reduce static analysis warnings for audiodevice.cpp
Change 3622901 by Benn.Gallagher
Bumped PhysX DDC key after change in Orion caused verify failures
Change 3623458 by Aaron.McLeran
#jira UE-49204 Delores monologue cut short in Odin elevator
Change 3623667 by Aaron.McLeran
#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator
Change 3623752 by Aaron.McLeran
#jira UE-49247 Sound Source Bus Properties Are Inappropriate
Fixing issues with new source bus uobject so properties show up appropriately.
Change 3624058 by Ben.Marsh
Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.
Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.
Change 3624193 by Ethan.Geller
#jira UE-49170 Static analysis fix, take 2
Change 3354003 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3477632 by Jurre.deBaare
Automated test content and ground truths for Actor Merging and Material baking functionality
Change 3491464 by Jurre.deBaare
Updated automation content for MergeActor behaviour
Change 3587878 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489
Change 3597452 by Ethan.Geller
#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.
Change 3602935 by Lina.Halper
Allow curve evaluation to be controlled by users
#jira: UE-46446
Change 3606120 by Ethan.Geller
Move Tap Delay Submix to Synthesis library, modify tap delay API
Change 3621830 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691
Change 3622807 by Ethan.Geller
#jira UE-49201 Fixing volume issues
Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.
[CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
const FString TagValue = Asset . GetTagValueRef < FString > ( GET_MEMBER_NAME_CHECKED ( UAnimSequence , AdditiveAnimType ) ) ;
const bool bKnownToBeAdditive = ( ! TagValue . IsEmpty ( ) & & ! TagValue . Equals ( TEXT ( " AAT_None " ) ) ) ;
2014-09-29 14:31:25 -04:00
NodeSpawner - > CustomizeNodeDelegate = UBlueprintNodeSpawner : : FCustomizeNodeDelegate : : CreateStatic ( UnloadedAssetSetup , Asset ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3536809 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 1.
Change 3536814 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 2.
Change 3596207 by Thomas.Sarkanen
Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250
PhAT Upgrade
#jira UEAP-29 - New PhysicsAsset editor
Changelists from task stream:
Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.
This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.
Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renaming PhAT files to PhysicsAssetEditor
Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rename PhAT -> PhysicsAssetEditor
Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up PhAT to Physics Asset Editor
Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Reverted some over-zealous renaming
Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
Added the ability to hide filter menus to skeleton tree
Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added new physics asset skeleton tree builder
Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree extensions to support physics assets
Only started this work - still much to do
Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged persona viewport menus
Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed body/constraint modes.
Added graph editor
Added edit mode - moved viewport client code over
Got PhAT skel mesh rendering in viewport
Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Increased hit proxy priority to improve selection
Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree gets bodies & shapes back.
Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.
Added multi-select to bone proxy customization
Re-tweaked editor layout
Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection sync work.
Customization of anim viewport menus.
Context menus for physics asset items, as well as masking of various context menu items via settings.
Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!
Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
More viewport menu fixups (plus deleting duplicate functionality).
Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
Cleaned up unused files & code
Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Allow extensibility of viewport menu bars
Slate changes:
Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
Allow menu bars to optionally invert-on-hover.
Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
Adjusted core styling of menu bar elements.
Other changes:
Adjusted padding for various UI elements to preserve previoud behavior.
Adjusted SAnimViewportToolbar to use the new menu bar builder.
Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.
Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added extension point to viewport menu bar
Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Getting sim working again
Moved over to using preview instance so we share functionality with Persona editors.
Added time dilation options to persona preview scene.
Removed PhAT specific recording functionality (it is in the viewport now).
Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Recreate physics state on edit, not sim start
This allows velocity to be inherited when simulation is started
Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moving viewport to continually-invalidated one like animation editors
Fixed crash in non-extended viewport toolbars
Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bodies start off non-expanded
Selection now synced between viewport and graph
Constraint selection in graph not works on the first try
Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added missing icon
Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed shape listing from graph nodes
Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Double click on body node recenters graph
Fixed graph disappearing on right-click
Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented cursor getting swallowed in sim mode
Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed overlapping text
Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Node layout now takes dimensions into account
Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash opening Persona editors
Renamed file
Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to profiles menu
Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Profiles can now be edited in their own details panel
Existing customizations folded into the new panel
Tweaks to toolbar
Added the ability for the persona details panel to have extra top/bottom content added
Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Add profile control to context menus
Also delete old unused code
Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Toolbar trimmed down & re-ordered
Body/constraint ops moved to context menus
Apply physmat now a context-menu option with an asset picker
Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed extra warning dialog when auto-creating bodies
Changed title of new asset dialog to "auto-create bodies"
Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix "simulate selected"
As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.
Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type
Fixed up selection so body selection works & tree seleciton is properly synced with viewport
Added recursion guard to selection delegate handlers.
Removed vestigial instance property editing support (no longer needed).
Removed unused old tree support code
Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added constraints to tree
Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix bone proxiies stopping updating after initial viewport selection
Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up selection issues when creating new bodies
Added constraint context menu
Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved icons to central location
Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Customized filtering of the skeleton tree
Hide constraints by defualt
Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).
BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.
Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303
Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved physics sim options to viewport menu (so seleciton changing is not required to change them)
Moved physics-related rendering options to show menu
We no longer switch to sim options when nothing is selected.
During simulation we now disable the details panel
Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)
Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Small fixes based on feedback:
Exposed Mirror tool to menus
Exposed constraint quick actions to menus
Added edit condition to Position & Velocity strength for physical animation
Fixed up some tooltips & display names
Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Defaulted to constraints as points
Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Request from Nick D:
Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.
Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.
Slightly increased point-constraint rendering size and added crosshair cursor to constraints
Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)
Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed duplicate time dilation (can just use viewport menu!)
Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge
Prevent crash by attaching to root component in the correct place
Add IWYU include for TArrayView
Remove more unused code
Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix constraint/body selection one final time
Move constraint drawing to SDPG_World (apart from point mode)
Remove depth offset in material
Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enabling/disabling collision between bodies is now clearer
Menu items are now enabled and disabled correctly depending on collision state
Tooltip reflects what actually gets done when the operation is enacted
Also corrected a few functions that still reference constraint & body mode
Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added enable/disable collision with all
Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code graph items based on current profile
Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code tree items too
Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bone selection & manipulation now possible - allows for pose setup before simulation
Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.
Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix compile error
Color code according to simulated/kinematic status
Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
File i missed
Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added physics asset factory so physics assets can be created form the "new asset" menu.
Skeletal mesh is picked then a defualt asset is generated
Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Improve interactions with bones & bodies
Clear bone selection when selecting bodies/constraints
Always hide gizmo in simulate
Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused selection lock feature
Fixed selection working incorrectly with details panel closed
Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection improvements
Multiselect in tree now only selects non-collapsed tree elements
Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).
Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994
Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge issues
Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Simulation now works in a simlar way to the level editor
Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.
Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed selection color of wireframe drawing (this broke ages ago!)
Fixed initialized environment color/intensity
Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)
Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when simulating selected new bodies
Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)
Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Select all is now a menu option
Context menu pops when right-clicking nothing now too
Menu no longer grows enormous when multiple types of objects are selected
Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enlarged constraint rendering size
Show constraints (rather than points) by default
Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Assets now appear in the asset family shortcut bar
Physics Assets now render thumbnails
Skeleton tree can now work in 'picker' mode
Constraints can now be created manually in the graph, tree and viewport
Fixed double-click and mousewheel not working right sometimes
Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed clicks incorrectly selecting bones in simulate mode
Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Asset config is now loaded/saved
Fixed antoher corner case with viewport clicks in sim
Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved body creation params over to a details panel & settings object
Moved initial creation dialog over to use the new system too
Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renamed shapes and constraints in the tree view
Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Constraints are now not filtered by default
Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selecting constraints now shows them (and the bodies involved) in the graph
Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed "Show Kinematic Bodies"
We now always show kinematic status in simulate mode
Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
PhAT rendering settings are now persisted across sessions.
Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.
Added editable opacity to collision rendering.
Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
New materials with opacity parameter
Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Re-saved materials
Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added ability to only show selected bodies as solid
Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix focus 'F' shortcut sometimes not working
Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix a bunch of selection issues with the graph not keeping in sync
Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853
Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed disappearing convex meshes on simulate
Also fixes crash in thumbnail rendering
Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled selection on mesh. Fixes selection issues.
Also made the hit proxy use a crosshair when over bodies, for easier selection
Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added body/body collision buttons back to the main toolbar
Fixed solid body drawing using the wrong material when no bodies are selected
Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix delete shortcut not working when tree is focused
Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Integrated per-bone primitive generation with the new tab method
Removed context menu item for bones (fixes duplicate popup)
Fixed undo/redo not working for regenerating all bodies
Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled body regeneration when simulation is running
Fixed up tab icons
Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)
Animation picker removed from toolbar (we use the preview scene settings for this now)
Fixed profiles tab icon
Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Show attached assets in tree
Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix broken multi-selection of bone proxies
Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed code that prevented parts of the UI (like simulation) from working in PIE
Removed graph overlays & added "PHYSICS" label
Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed arrows from graph
Fixed dragging off constraints/input pins/bodies in constraint-created graphs
Constraint names now include both bodies
Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched from colors to icons in the skeleton tree
Removed bold fonts
Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Layout fixes
Added border around generate button in tools panel
Removed skeleton tree header in contexts where it is not needed
Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added slow task dialog for body generation
Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged context menus to be not so huge
Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged menus some more
Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Colorized details customization of swing/twist items
Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Auto-open assets when creating from skeletal mesh
Tweaked tooltip on suggestion from Nick D
Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed mirroring changes not showing up straight away
Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved over to Persona-style floor adjustment
Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked tooltips for filtering items
Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added "deselect all" option (Esc)
Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Graph selection tweaks
Selected bodies in the viewport/tree are now also selected in the graph.
Selection outline is now matched to the graph outline instead of using default outline.
Pin allocation no longer happens twice
Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched simulate shortcut to Alt+Enter
Avoids conflict with clobal PIS/SIE shortcuts
Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Minor body regeneration refactor
Label for tools tab button is dynamic depending on selection context
Generation setttings are now re-used by creation dialog too
Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting
Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Resetting animation to default now correctly applies the animation
Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up physics asset editor's use of debug skel mesh component
This broke post-merge from Dev-AnimPhys.
Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).
Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved code to add/remove/assign/unassign profiles to details customization
Also allowed dupication again (via the menu)
Allows correct naming of new profiles as before (as this is handled in PostEdit)
#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented ctrl+selection of constraints from re-selecting
Avoided defered broadcast of seleciton event from the graph
#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor
Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed bodies incorrectly simulating outside of 'simulate' mode
Forced all bodies to be non-simulated when simulation is disabled.
Also removed non-functioning motor menu options & disabled more menu options when simulating
#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor
Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when failing to create a physics asset with multi convex hull
#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created
Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed typo that disabled editability of profile names incorrectly
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when opening a physics asset with a deleted preview skeletal mesh
Now assigns default mesh as before
If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.
#jira UE-47918 - Crash when opening certain Physics Assets
Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevent "set bodies below" from improperly enabling simulation on bodies
#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor
Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics assets with simulated bodies no longer simulate when first opened
#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened
Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix excessive gravity crash when actors pop out of the world
Also restrict gravity to non NaN-causing levels.
#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor
Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581
Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix merge issues
Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed delegate for skeleton tree context menu extension, now uses an empty section
Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added comments to bone proxy & physics asset editor shared data
Removed unused variables
Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed constraint 'all positions' rendering
Removed empty override of unregister tab spawners
Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when setting skeletal mesh
Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor
#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying
Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics asset selection color now uses editor settings
Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused functions
Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Commented SetBodiesBelowPhysicsType as per code review
Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled physical material menu in simulate
Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused code
Commented a few functions
Re-instated preview mesh selection
Removed delegate allowing viewport client class creation
Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Remove unused code
Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965
Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup merge errors
Change 3596227 by Jonathan.Poncelet
Fixed physics substepping interpolation using the wrong starting value.
#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16
Change 3596241 by Jonathan.Poncelet
Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.
#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin
Change 3596247 by Thomas.Sarkanen
Fixup CIS errors post PhAT Upgrade merge
Change 3596250 by Thomas.Sarkanen
More CIS fixes
Change 3596255 by Benn.Gallagher
Fixed compilation errors when nativizing animation blueprints that use subinstances
#jira UE-46522
Change 3596256 by Benn.Gallagher
Fixed orphaned sub anim instance pins hanging around
#jira UE-46545
Change 3596257 by Benn.Gallagher
Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.
#jira UE-48045
Change 3596258 by Benn.Gallagher
Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible
#jira UE-47755
Change 3596259 by Benn.Gallagher
Fixed mismatch between paint values and view values for clothing tools
#jira UE-48110
Change 3596260 by Benn.Gallagher
Stopped property context menus killing the whole window stack when an item is clicked
#jira UE-48158
Change 3596261 by Thomas.Sarkanen
One last Mac CIS fix (hopefully)
Change 3596308 by Benn.Gallagher
Removed outdated references to APEX in clothing example map.
Change 3596360 by Martin.Wilson
Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded
#jira UE-48452
Change 3596459 by Benn.Gallagher
Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.
#jira UE-47567
Change 3596967 by Aaron.McLeran
Adding setting default reverb send level in audio settings.
Change 3596974 by Ethan.Geller
Merge in fix from Christopher Oliver
Change 3597243 by Aaron.McLeran
Checking in missing files.
Change 3597686 by Ethan.Geller
Fix warnings/errors from CL 3597452
Change 3597846 by Ethan.Geller
Fix errors, take 2
Change 3598290 by Ethan.Geller
Panning Angle Issue
Change 3598412 by Ethan.Geller
Change Core.h header to CoreMinimal.h, fix warnings
Change 3599797 by Jurre.deBaare
LODs from Merge Actor tool have bad normals
#jira UE-47129
#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
1) Summing all lightmap pixel counts for each mesh component being merged
2) Calculating fitting texture dimension by taking square root of the total pixels
Change 3599863 by Lina.Halper
PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)
Change 3599883 by Jurre.deBaare
HLOD: update outliner tooltip when UE docs arrive
#jira UE-20352
Change 3599944 by Martin.Wilson
Smart name refactor
- Remove guids entirely
- Remove automatic fix up
- Simplify smart name mapping container
- Make animations deterministic for cooking
#jira UEAP-264
Change 3600133 by Benn.Gallagher
Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
#jira UE-48612
Change 3600166 by Benn.Gallagher
Fixed cloth paint gradient allowing invalid values
#jira UE-48114
Change 3600719 by Lina.Halper
PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)
Change 3601668 by Jurre.deBaare
Improve BlendSpace preview pin dragging controls
#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
#misc Also added tooltips on the grid to make the functionality more discoverable
#jira UE-43011
Change 3601669 by Jurre.deBaare
No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
#jira UE-46892
Change 3601731 by Benn.Gallagher
Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.
#jira UE-48329
Change 3601897 by Lina.Halper
fixing issue with sequencer reinitialization
#jira: UE-48556
Change 3602339 by Benn.Gallagher
Fixed comment/tooltip typo
Change 3602502 by Benn.Gallagher
Fixed clothing gradient tool renderer not showing selected points when camera was moving
#jira UE-48331
Change 3602664 by Ethan.Geller
Unshelved fixes from Dev-VR
Change 3602726 by Lina.Halper
Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject
#jira: UE-48700
Change 3603011 by Lina.Halper
Fix build error
Change 3604139 by Benn.Gallagher
Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.
#jira UE-47960
Change 3604284 by Benn.Gallagher
Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running
#jira UE-48687
Change 3604612 by Lina.Halper
Fix curve issue from automation test
- It was actual bug.
Change 3604614 by Lina.Halper
- Fix crash with macro anim notify
- Make sure macro anim notify doesn't show up in the menu
#jira: UE-45036
Change 3604725 by Lina.Halper
fixed issue with opening state machine from anim graph
#jira: UE-48726
Change 3604971 by Aaron.McLeran
#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.
Bringing fix from 4.17 to Dev-AnimPhys
Change 3605787 by Aaron.McLeran
Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls
- This is necessary in order to use the sound concurrency "limit by owner" feature
Change 3606851 by Jurre.deBaare
UE4Editor Static Analysis Win64 - Warning fix
Change 3607022 by Lina.Halper
Fix static analysis warning
Change 3607229 by Jurre.deBaare
RemoveAllCurveData should not allow removing data from the Skeleton
#jira UE-48107
Change 3607660 by Martin.Wilson
Live link client can run in cooked builds too
#jira UEAP-306
Change 3607668 by Ethan.Geller
#jira UE-48792 fix null dereference case in audiodevice.cpp
Change 3607734 by Lina.Halper
LOD linking to curve
- consolidated to one param - curve eval option
- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
- flipped meaning to align with bAllowCurveEvaluation
- also fixed issue with orion cooking - where transform curves are added as normal curves
#jira: UE-37996, UE-48782
Change 3607859 by Martin.Wilson
Missed files from live link editor checkin
Change 3607958 by Martin.Wilson
Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)
Change 3608566 by Ethan.Geller
change include to avoid header conflicts on Linux
Change 3609074 by Ethan.Geller
Take 2: Fix capitalization on include, fix Linux build.
Change 3610024 by Lina.Halper
Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene
- we used to load advanced preview setting by persona module
- this has been moved to persona tool kit, and now all other modules are crashing
- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.
#jira: UE-48809
Change 3610081 by Jurre.deBaare
Animations can't be set on blend samples from the dropdown
#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
#jira UE-48746
Change 3610088 by Jurre.deBaare
Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
#jira UE-48741
Change 3610862 by Ethan.Geller
Fix submix effects for situations where number of input channels does not equal output channels
Change 3611346 by Aaron.McLeran
Using audio thread platform affinity mask for audio render thread.
Change 3613297 by Ethan.Geller
Simple delay submix
Change 3614435 by Martin.Wilson
CIS fix
Change 3614482 by Martin.Wilson
Store root motion on anim instance instead of proxy to avoid thread safety stalls
#jira UE-46896
Change 3614483 by Martin.Wilson
Evaluate curves in anim offsets
#jira UE-47119
Change 3614495 by Jurre.deBaare
Reimport alembic file with new source option does not automatically tick any tracks
#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
#jira UE-46141
Change 3614645 by Thomas.Sarkanen
Fixed physics assets not simulating when BlockAll was globally overridden
Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT
#jira UE-48591 - Physics assets not simulating correctly in Orion
Change 3614683 by Lina.Halper
Fixed crash when modifying default physicsasset
#jira: UE-48844
Change 3614721 by Jurre.deBaare
Vertex painting on skeletal meshes bound by physics asset
#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
#jira UE-48004
Change 3614730 by Thomas.Sarkanen
Fixed crash when regenerating multi convex hulls from zero-vert bones
We handled this in the single convex hull case, but multi did not.
#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body
Change 3614763 by Jurre.deBaare
Moving over:
HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
#jira UE-48249
#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh
Change 3615029 by Lina.Halper
Fix issue with highlight
#jira: UE-48855
Change 3617593 by Thomas.Sarkanen
Fixed crash when regenerating large amounts of bodies
We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems
#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies
Change 3617609 by Jonathan.Poncelet
Fixed crash that could occur when opening a physics asset and deleting bones.
#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it
Change 3617723 by Thomas.Sarkanen
Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down
Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
Moved AddToRoot pattern used for anim preview scene to FGCObject
#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed
Change 3617818 by Benn.Gallagher
Final v1 UX changes for clothing tool, and removed experimental flag
Change 3617937 by Jurre.deBaare
Default bounds for Alembic skel-mesh are too large
#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
#jira UE-47139
Change 3618187 by Ethan.Geller
Implement Audiomixer in HTML5
Change 3618188 by Lina.Halper
Fix issue with highlight in persona
#jira: UE-49020
Change 3618229 by Lina.Halper
Fix crash on exit when modify is causing it to serialize again in the middle of tear down
#jira: UE-48025
Change 3618248 by Lina.Halper
fix issue by workaround where clamp is not happening with allowspin is false
#jira: UE-47001
Change 3618289 by Aaron.McLeran
Removing audio format types we're not using for simplicity
Change 3618291 by Martin.Wilson
Fix duplicate of curve name appearing in list when renaming
#jira UE-49041
Change 3618390 by Aaron.McLeran
Removing a case for DTYPE_Xenon since this is never used.
Change 3618425 by Martin.Wilson
Keep notify UI up to data across multiple editors when adding notifies to an animation
#jira UE-48104
Change 3619023 by Aaron.McLeran
Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used
Change 3619129 by Aaron.McLeran
Source bus feature.
- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
- Buses can be routed to each other
- Buses have a duration which can be set in bus asset
- Buses can choose between mono and stereo channels
- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.
- Some engine changes and optimizations:
- Format conversion to float is done in async workers for decode vs the render callback
- Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
- Apply master attenuation at the final output vs per-source
- Fixed code that performs fade in/fade out for smooth startup and shutdown.
- Moved FSourceParam to FParam into DSP utility so others can use it.
- Some engine fixes:
- Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
- Fixed an issue with pause
- Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
- Fixed an issue with WorldID not getting set for listeners
TODO:
- fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses
Change 3619159 by Ethan.Geller
#jira UE-48950 fix steam audio crash on editor exit
Change 3619555 by Jonathan.Poncelet
Fixed constraint debug drawing arrows in the physics asset editor being too large.
#jira UE-48863 Limited constraints and free constraints are much larger on screen
Change 3619574 by Thomas.Sarkanen
Fixed debug link for animation blueprints not persisting when changing preview mesh
Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.
#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session
Change 3619586 by Thomas.Sarkanen
Fixed physics asset shortcut not working correctly in certain circumstances
FBox was using uninitialized memory
#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body
Change 3619640 by Thomas.Sarkanen
Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars
Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).
#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar
Change 3619644 by James.Golding
Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
#jira UE-47652
Change 3619654 by Martin.Wilson
Fix removing a curve when it isn't used on any animations
#jira UE-49048
Change 3619771 by Thomas.Sarkanen
Make sure the physics asset editor floor has collision, regardless of what BlockAll does
#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config
Change 3619803 by Jonathan.Poncelet
Fixed localization warnings caused by duplicate keys.
#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings
Change 3619813 by Jurre.deBaare
Baked bones using a pose animation are rotated in the wrong direction
#fix root bone transform wasn't being taken into account while generating final bone transforms
#misc added debug logging for future work
#jira UE-47362
Change 3619830 by Jurre.deBaare
Biased Texture Size option is not functioning when Merging Actors
#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
#misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
#jira UE-48108
Change 3619859 by Thomas.Sarkanen
Fixed HLOD selection sphere persisting on undo/redo
Removed HLOD selection actors when the outliner is refreshed
#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.
Change 3619871 by Martin.Wilson
Calculate root motion over the correct segment times, not the track times
#jira UE-43719
Change 3619898 by Thomas.Sarkanen
Improve UI feedback around bounds/in-game bounds in animation editor viewports
Tooltip for in-game bounds is now more detailed
In-game bounds cannot be selected if bounds is not also selected
#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing
Change 3619908 by Thomas.Sarkanen
Fixed tooltip for PhysicsType
#jira UE-48421 - Incorrect tooltip for Physics Type
Change 3620014 by Jurre.deBaare
Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
#misc Also added more delegates to ensure the restriction is up to date
#jira UE-46980
Change 3620104 by Jurre.deBaare
HLOD doesn't support renaming in levels
#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
#jira UE-48072
Change 3620151 by Thomas.Sarkanen
Undo/redo now correctly affects animation preview scene settings
Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc
#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI
Change 3620152 by Thomas.Sarkanen
Exposed LOD menu in PhAT
This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.
#jira UE-47970 - LODs not working in Physics Asset Editor
Change 3620177 by Benn.Gallagher
PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)
Change 3620250 by Jurre.deBaare
HLOD assets left in HLOD folder when clusters are deleted
#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
#jira UE-47450
Change 3620273 by James.Golding
PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
#jira UE-48530
Change 3620274 by James.Golding
PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
#jira UE-48531
Change 3620275 by James.Golding
Add icon for destruction plugin
Change 3620401 by Ethan.Geller
#jira UE-47684 Remove SDL dependencies from Win64
Change 3620586 by Jurre.deBaare
Linux CIS fix
Change 3620660 by Martin.Wilson
Fixes for state machines getting reinitialized in situations that users don't want them to.
-Added option to state machine to allow it to skip reinitialization when it becomes relevant
-Added option to slot nodes to keep source pose relevant while montage slot is playing.
#jira UE-43578
Change 3620665 by Aaron.McLeran
Making source buses only show relevant source bus data.
- hiding sound wave categories that aren't relevant to source buses
Change 3621087 by Ethan.Geller
#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.
Change 3621144 by Aaron.McLeran
#jira UE-49147
#jira UE-49145
Fixing concurrency and volume stats
Change 3621148 by Aaron.McLeran
Fixing typo
Change 3621180 by Ethan.Geller
#jira UE-49151 Fix for browser preview on bus only sounds
Change 3621421 by Ethan.Geller
#jira UE-49165 Fix real time audio slider.
Change 3621604 by Ethan.Geller
#jira UE-44847 fix iOS panning algorithm on non-audio mixer
Change 3621626 by Lina.Halper
Fix issue with anim montage displaying when selecting animation
#jira: UE-48749
Change 3621813 by Thomas.Sarkanen
Fixing undo/redo of bone modifications in Physics Asset Editor (and others)
Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).
#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work
Change 3621831 by Jurre.deBaare
Crash fix for Material baking when trying to analyse a MP_MAX material property
#jira UE-49172
Change 3621936 by Thomas.Sarkanen
Fixed CIS error from merge
Change 3621937 by Thomas.Sarkanen
Fix merge issue with API change in USynthComponent
Change 3622173 by Thomas.Sarkanen
Fixed ortho viewports being bright white in sub-editors
Preview scenes in general are responsible by default for the background color.
Advanced preview scenes now use background color from settings. Previously only te animation editors did this.
#jira UE-48841 - The background of the orthographic viewports is bright white
Change 3622730 by Ethan.Geller
#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran
Change 3622759 by Ethan.Geller
#jira 49170 reduce static analysis warnings for audiodevice.cpp
Change 3622901 by Benn.Gallagher
Bumped PhysX DDC key after change in Orion caused verify failures
Change 3623458 by Aaron.McLeran
#jira UE-49204 Delores monologue cut short in Odin elevator
Change 3623667 by Aaron.McLeran
#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator
Change 3623752 by Aaron.McLeran
#jira UE-49247 Sound Source Bus Properties Are Inappropriate
Fixing issues with new source bus uobject so properties show up appropriately.
Change 3624058 by Ben.Marsh
Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.
Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.
Change 3624193 by Ethan.Geller
#jira UE-49170 Static analysis fix, take 2
Change 3354003 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3477632 by Jurre.deBaare
Automated test content and ground truths for Actor Merging and Material baking functionality
Change 3491464 by Jurre.deBaare
Updated automation content for MergeActor behaviour
Change 3587878 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489
Change 3597452 by Ethan.Geller
#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.
Change 3602935 by Lina.Halper
Allow curve evaluation to be controlled by users
#jira: UE-46446
Change 3606120 by Ethan.Geller
Move Tap Delay Submix to Synthesis library, modify tap delay API
Change 3621830 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691
Change 3622807 by Ethan.Geller
#jira UE-49201 Fixing volume issues
Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.
[CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
NodeSpawner - > DefaultMenuSignature . MenuName = GetTitleGivenAssetInfo ( FText : : FromName ( Asset . AssetName ) , bKnownToBeAdditive ) ;
NodeSpawner - > DefaultMenuSignature . Tooltip = GetTitleGivenAssetInfo ( FText : : FromName ( Asset . ObjectPath ) , bKnownToBeAdditive ) ;
2014-09-29 14:31:25 -04:00
}
ActionRegistrar . AddBlueprintAction ( Asset , NodeSpawner ) ;
}
}
else if ( const UAnimSequence * AnimSequence = Cast < UAnimSequence > ( QueryObject ) )
{
UBlueprintNodeSpawner * NodeSpawner = UBlueprintNodeSpawner : : Create ( GetClass ( ) ) ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3623004 by Ben.Marsh
Fix RemoteExecutor not taking the remote machine specs into account.
Change 3623172 by Ben.Marsh
UGS: Fix "More Info..." button not using P4 server override.
Change 3628820 by Ben.Marsh
PR #3979: Get working directory from task element, not tool node (Contributed by nullbus)
Change 3630424 by Graeme.Thornton
Make the AES key parameter const in FAES::EncryptData()
Change 3632786 by Steve.Robb
FString constructor fixed to not take an ignored void* parameter, which can be misleading.
Change 3639534 by Ben.Marsh
Remove old P4.NET library. Doesn't seem to be used by anything.
Change 3640536 by Steve.Robb
GitHub #4007 : Delete unnecessary specialization of MakeArrayView
#jira UE-49617
Change 3641155 by Gil.Gribb
UE4 - Speculative fix for problem with summary reading in FAsyncArchive2.
Change 3643932 by Ben.Marsh
Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument).
Change 3644825 by Ben.Marsh
Use VSWHERE to find the location of MsBuild.exe, if available.
https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645
Change 3647395 by Ben.Marsh
Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options.
Change 3650300 by Ben.Marsh
UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis.
Change 3650856 by Robert.Manuszewski
Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread
Change 3651022 by Gil.Gribb
UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher.
Change 3658331 by Steve.Robb
Fix for the parsing of large integer values.
Change 3661958 by Gil.Gribb
UE4 - Fixed rare hang in task graph.
Change 3664021 by Robert.Manuszewski
Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy
See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html
Change 3664254 by Steve.Robb
Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports.
Change 3664436 by Steve.Robb
Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads.
Change 3666461 by Graeme.Thornton
Improvements to signing/encryption key embedding and runtime access
- Changed method of embedding key into the executable to make it more secure
- Added FAESKey class to wrap a 32 byte key
Change 3666462 by Graeme.Thornton
Cut ShooterGame AES key down to 32 characters
Change 3677560 by Ben.Marsh
PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn)
Change 3683534 by Steve.Robb
Refactoring of enum/struct lookup during hot reload.
Change 3683754 by Steve.Robb
Alignment fixes to allow int64 on 32-bit platforms
Support for integral types in IsAligned.
Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types.
Some fixes to existing code.
Change 3686670 by Steve.Robb
Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS.
Change 3687540 by Ben.Marsh
Fix all UBT/UAT output going to stderr rather than stdout.
Change 3688931 by Gil.Gribb
UE4 - Critical fix for a rare race condition in the pak file async IO layer.
Change 3690000 by Graeme.Thornton
Manual copy of 4.18 CL 3687869
Make UBT include the destination INI file for a given hierarchy if it exists
Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name
Change 3690030 by Graeme.Thornton
VSCode fixes
- Source Code Accessor plugin changes. Add new interface method to open a solution at a given path
- GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for
- Various fixes for vscode project file generation
#jira UE-50554
Change 3690885 by Steve.Robb
Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>.
Change 3691052 by Steve.Robb
Free stats thread on shutdown.
Change 3695138 by Steve.Robb
AsConst helper function added.
Change 3696627 by James.Hopkin
Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr
(review-3606695)
Change 3697099 by Steve.Robb
GitHub #4105 : Removed redundant class access modifier
Change 3697154 by Steve.Robb
Removal of deprecated functions in delegates.
Mutable lambdas to can now be bound to delegates.
Change 3697180 by Steve.Robb
GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty
Change 3697239 by Steve.Robb
Allow TArray::Insert to take an array with any allocator type.
Change 3697269 by Steve.Robb
RelocateConstructItems instead of MoveConstructItems.
Change 3697558 by Steve.Robb
New _GetRef functions for TArray, which return a reference to the newly-added element.
Unit tests for these functions.
Change 3699776 by Steve.Robb
TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled.
Change 3702397 by Steve.Robb
TIsTrivial type trait.
Change 3702569 by Steve.Robb
Allow a TGuardValue to be assigned to a different type from the one being guarded.
Change 3706644 by Robert.Manuszewski
Different stack ingore count for development builds for FArchiveStackTrace
Change 3709272 by Steve.Robb
Removal of redundant UpdateVertices, which causes a race condition on the renderer thread.
Change 3709452 by Robert.Manuszewski
Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies
Change 3709454 by Robert.Manuszewski
Added command line option -NOEDL to disable EDL
Change 3709487 by Steve.Robb
Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1.
Change 3709645 by Ben.Marsh
Fix race condition between multiple instances of UBT trying to write out the XML config cache.
Change 3711193 by Ben.Marsh
Add an editor setting for the shared DDC location to use.
#jira UE-51487
Change 3713811 by Steve.Robb
Update .modules files after a hot reload.
Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks.
Pass hotreload flags around in UBT instead of relying on global state.
This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205.
#jira UE-51472
Change 3715654 by Steve.Robb
GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy.
Change 3718782 by Steve.Robb
TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called.
Change 3720830 by Steve.Robb
Initial import of TAtomic object wrapper, which guarantees atomic access to an object.
Change 3720881 by Steve.Robb
FCompression ThreadSanitizer data race fixes.
Change 3722640 by Graeme.Thornton
Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading.
#jira UE-51463
Change 3722655 by Steve.Robb
Don't null name table because it's already zeroed at startup.
Some tidy-ups.
Change 3722754 by Steve.Robb
Thread sanitizer fix.
Small typo fix.
Change 3722849 by Graeme.Thornton
Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server
Change 3723081 by Steve.Robb
TAtomic is now aligned to the underlying integer type.
TAtomic will now static assert with a better error message when given an unsupported type.
Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number.
Misc renames.
Change 3723270 by Ben.Marsh
Include /d2cgsummary argument when running UBT with -Timing.
Change 3723683 by Ben.Marsh
Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance.
Change 3725422 by Robert.Manuszewski
When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning.
Change 3725735 by Robert.Manuszewski
Making all CheckDefaultSubobjects related functions const
Change 3726167 by Steve.Robb
FMinimalName::IsNone added.
Change 3726458 by Steve.Robb
TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer.
Change 3726542 by Ben.Marsh
UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths.
Change 3726595 by Ben.Marsh
Allow building multiple game targets in the example BuildEditorAndTools.xml script.
Change 3726724 by Ben.Marsh
Fix ambiguities in calculating root directory. (GitHub #4172)
Change 3726959 by Ben.Marsh
Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does.
Change 3728437 by Steve.Robb
VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel.
Some improved documentation.
NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping.
Change 3732262 by Gil.Gribb
UE4 - Fixed rare hangs in the task graph.
Change 3732755 by Steve.Robb
Stats TSAN fixes.
Optimizations to FCycleCounter::Start() to only read the stat name once.
Change 3735000 by Robert.Manuszewski
Always preload the AssetRegistry module on startup. even if EDL is disabled.
Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert.
Change 3735292 by Robert.Manuszewski
Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates.
Change 3735332 by Steve.Robb
Refactoring of UDelegateProperty::Identical() to clarify logic.
Fixed UMulticastDelegateProperty::Identical() to compare the bound function names.
PPF_DeltaComparison removed, as it doesn't seem useful.
Change 3737960 by Graeme.Thornton
VSCode - Add launch task for generating project files for the given folder
Change 3738398 by Graeme.Thornton
Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor
#jira UE-51451
Change 3738405 by Graeme.Thornton
VSCode: Format c/cpp settings strings using comment path formatting function
Change 3738928 by Steve.Robb
Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18)
#jira UE-51842
Change 3739135 by Ben.Marsh
Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history.
#jira UE-51855
Change 3739360 by Ben.Marsh
UAT: Fix issue with P4PORT setting not being parsed correctly.
Change 3745959 by James.Hopkin
#core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types
Change 3746125 by Steve.Robb
FName ThreadSanitizer fixes.
Change 3747274 by Steve.Robb
TSAN fix for FMediaTicker::Stopping.
Change 3747618 by Steve.Robb
ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish.
Change 3747720 by Steve.Robb
ThreadSanitizer fix for FMessageRouter::Stopping.
Change 3749207 by Graeme.Thornton
First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys.
Change 3749323 by Graeme.Thornton
Fix UAT crash when only -targetplatform is specifiied
Change 3749349 by Steve.Robb
TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer.
Change 3749617 by Steve.Robb
Logf static_assert for formatting string enabled.
Change 3749897 by Steve.Robb
FDebug::LogAssertFailedMessage static assert for formatting string enabled.
Change 3754011 by Steve.Robb
Static asserts that the allocator supports move.
Move-enabled our allocators which don't support move.
Change 3754227 by Ben.Marsh
Fix build command line in generated projects missing a space before the compiler version override.
#jira UE-52226
Change 3754562 by Ben.Marsh
PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk)
Change 3755616 by Graeme.Thornton
Runtime code for using the new crypto ini files to define signing/encryption keys
#jira UE-46580
Change 3755666 by James.Hopkin
Used ImplicitConv to remove Casts being used for up-casts
#review-3745965
Change 3755671 by Graeme.Thornton
Add log message in unrealpak to say which config file system it is using for crypto keys
Change 3755672 by Graeme.Thornton
Updating ShooterGame with new CryptoKeys based security setup
Change 3756778 by Ben.Marsh
Add support for running multiple jobs simultaneously on a single builder.
When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used.
Change 3758498 by Ben.Marsh
Re-throw exceptions when a file cannot be deleted when cleaning a target.
Change 3758921 by Steve.Robb
ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access.
DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory.
Change 3760599 by Graeme.Thornton
Added missing epic header comment to some new source files
Change 3760642 by Steve.Robb
ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread.
Change 3760669 by Graeme.Thornton
Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually.
Added a test mode to the cryptokeys commandlet to test signing key generation
Change 3760711 by Steve.Robb
ThreadSanitizer fixes to GIsRenderingThreadSuspended.
Change 3760739 by Steve.Robb
ThreadSanitizer fix for FQueuedThread::TimeToDie.
Change 3760763 by Steve.Robb
ThreadSanitizer fix for GRunRenderingThreadHeartbeat.
Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread.
Change 3760793 by Steve.Robb
Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos.
Change 3760817 by Steve.Robb
ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos.
Change 3761331 by Josh.Engebretson
UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj
#jira UE-52416
Change 3761521 by Steve.Robb
ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId.
Change 3763117 by Graeme.Thornton
PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL)
Change 3763358 by Graeme.Thornton
Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes
Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path
Derived from the content of this PR:
PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang)
Change 3764058 by Graeme.Thornton
Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes
#jira UE-52359
Change 3764705 by Steve.Robb
Better handling of whitespace in ImportText_Internal() for set and map properties.
Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data).
Fix to USetProperty's temp buffer size to avoid buffer overruns.
Duplicate map keys are now skipped during import, same as USetProperty's behavior.
Change 3764731 by Steve.Robb
Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that.
Change 3765923 by Graeme.Thornton
VSCode - "taskName" -> "label" for C# build tasks
Change 3766018 by Steve.Robb
constexpr constructor for TAtomic.
Change 3766037 by Steve.Robb
Misc tidyings in HotReload.cpp.
Change 3766046 by Steve.Robb
ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local.
Change 3766288 by Steve.Robb
Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects.
Change 3766374 by Josh.Engebretson
Fix issue with ini quoted value comparison
#jira UE-52066
Change 3766532 by Josh.Engebretson
PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu)
#jira UE-46156
Change 3766740 by Steve.Robb
TMultiMap::Append added.
Change 3767523 by Steve.Robb
ThreadSanitizer fix for UE4Delegates_Private::GNextID.
Change 3767601 by Steve.Robb
ThreadSanitizer fix for FStats::GameThreadStatsFrame.
Change 3770567 by Ben.Marsh
Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives.
Change 3770826 by Ben.Marsh
Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it.
Change 3770875 by Steve.Robb
Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps.
Change 3772167 by Ben.Marsh
Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data.
Change 3772248 by Steve.Robb
ThreadSanitizer fixes to FMalloc call counters.
Change 3772383 by Ben.Marsh
Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive.
Change 3772906 by Graeme.Thornton
TextAssetCommandlet - Utility commandlet for testing/converting to text asset format
Change 3772932 by Ben.Marsh
Fix "String:" prefix not being stripped from escaped string values.
Change 3772942 by Graeme.Thornton
Add experimental setting to enable in-editor text asset format functionality
Add "export to text" option into the content browser asset actions context menu
Change 3772955 by Ben.Marsh
Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility.
Change 3772963 by Ben.Marsh
Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries.
Change 3773010 by Graeme.Thornton
Added CORE_API to FArchiveFromStructuredArchive
Gave text asset format experimental option a slightly less random tooltip comment
Change 3773057 by Ben.Marsh
Add a flag to FArchive to determine whether the archive is text (IsTextFormat()).
Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive.
Also rename FStructuredArchive::TryEnterSlot() to TryEnterField().
Change 3773118 by Steve.Robb
TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size.
Change 3773122 by Steve.Robb
TAtomic fixes for pointer arithmetic.
TSignedIntType used instead of reimplementing its own trait.
Change 3773123 by Steve.Robb
Unit tests for TAtomic.
Change 3773138 by Steve.Robb
Run numeric tests on integer types instead of basic tests.
Fix for compiler warnings when subtracting from unsigned atomics.
Change 3773166 by Steve.Robb
Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that.
Change 3774216 by Gil.Gribb
UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file.
Change 3774426 by Ben.Marsh
Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all.
See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html
Change 3774658 by Ben.Marsh
Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it.
Change 3775141 by Ben.Marsh
Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor.
Change 3775459 by Ben.Marsh
Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically.
Change 3775522 by Ben.Marsh
UGS: Treat .uproject and .uplugin files as code changes.
Change 3775597 by Ben.Marsh
Fix post-build steps for plugins not being executed.
#jira UE-52754
Change 3777895 by Graeme.Thornton
StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive
Change 3777931 by Graeme.Thornton
Refactored FArchiveUObjects serialization code into some static helpers
Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers
Change 3777942 by Graeme.Thornton
Added missing CORE_API to FStructuredArchive::FStream
Added FStructuredArchive::FSlot insertion operator for char
Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value
Change 3778084 by Graeme.Thornton
Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files
Change 3778096 by Graeme.Thornton
Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class
Change 3778389 by Josh.Engebretson
Fix an optimization issue with CPU benchmarking
Add better support for debugging/testing local rocket builds
UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html
#jira UE-52192
Change 3778701 by Josh.Engebretson
Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets
UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html
#jira UE-40317
Change 3778832 by Chad.Garyet
Adding enterprise path support for PCB's for UGS
Change 3780258 by Graeme.Thornton
TextAssetCommandlet - Accumulate timings for loading packages and saving packages
Change 3780463 by Graeme.Thornton
CryptoKeys improvements
- Enable CryptoKeys plugin by default
- Attempt to inherit settings from the old system by default
- Hide ini/index encryption settings from packaging settings and just inherit previous values into new system
Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings
Change 3780557 by Ben.Marsh
Fix LoginFlow module not being precompiled for the binary release.
Change 3780846 by Josh.Engebretson
Improve filename to long package name resolution when provided a relative path
Change 3780863 by Ben.Marsh
UAT: Add a better error message when a C# project has an invalid reference.
Change 3780911 by Ben.Marsh
Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce.
The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument.
Change 3780956 by Josh.Engebretson
Add support for ! (RemoveKey) config command to UBT
UDN Link: https://udn.unrealengine.com/questions/397267/index.html
#jira UE-52033
Change 3782957 by Robert.Manuszewski
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps.
Change 3784503 by Ben.Marsh
Optimizations for FStructuredArchive:
* Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it.
* Prevent shrinking of arrays when removing elements.
* Add an inline allocator to the scope and container stacks.
Change 3784700 by Ben.Marsh
Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front.
Change 3784989 by Ben.Marsh
Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0.
Change 3786860 by Gil.Gribb
UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely.
Change 3787159 by Ben.Marsh
Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution.
Change 3787493 by Josh.Engebretson
Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores
Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile
Fix for multiple threads parsing ini keys (PR 3995)
#PR 3995
#jira 52913
#jira 49503
Change 3787773 by Steve.Robb
Fix for missing final values from FOREACH_ENUM_ macros.
Change 3788287 by Ben.Marsh
TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique.
Change 3788678 by Ben.Marsh
Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive.
Change 3789353 by Graeme.Thornton
Removed unused/rotten modes from TextAsset commandlet.
Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing.
Change 3789396 by Ben.Marsh
Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h
Change 3789772 by Ben.Marsh
Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line.
Change 3790003 by Ben.Marsh
TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record.
Change 3790051 by Steve.Robb
PIE is disabled during a hot reload.
Hot reload in editor is disabled during PIE.
Hot reload from IDE is deferred until after PIE is exited.
Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change.
#jira UE-20357
#jira UE-52137
Change 3790709 by Steve.Robb
Better move support for TVariant.
EVariantTypes switched over to using an enum class to aid debugger visualization.
Change 3791422 by Ben.Marsh
TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time.
Change 3791489 by Graeme.Thornton
TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record
Change 3792344 by Ben.Marsh
Improvements to base64 encoding library.
* Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations.
* Added support for decoding base-64 blobs without padding marks.
* Added support for decoding into pre-allocated buffer.
* Added constexpr functions for determining the encoded and maximum decoded size of an input buffer.
* Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes).
Change 3792949 by Ben.Marsh
TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter.
Change 3794078 by Robert.Manuszewski
Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine
#jira UE-52392
Change 3794413 by Ben.Marsh
TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack.
Change 3794731 by Ben.Marsh
TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable.
Change 3795081 by Ben.Marsh
UBT: Move LinuxCommon.cs into Platform/Linux folder.
Change 3795137 by Ben.Marsh
UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property).
Change 3795247 by Ben.Marsh
Fix missing header when creating a new interface from the editor new code wizard.
#jira UE-53174
Change 3796025 by Graeme.Thornton
Fixed some deprecated "Definitions" warnings in OpenCV build files
Change 3796103 by Graeme.Thornton
Disable experimental text asset option - it does nothing useful yet.
Change 3796157 by Graeme.Thornton
Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open.
#jira UE-53206
Change 3796315 by Ben.Marsh
Move Formatter to the correct position for initializer.
#jira UE-53208
Change 3797082 by Ben.Marsh
UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT.
#jira UE-53232
Change 3799050 by Ben.Marsh
Make UnrealPak.version files writable for Mac and Linux.
Change 3801012 by Graeme.Thornton
VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory
Change 3801214 by Gil.Gribb
UE4 - Remove assert to work around minor problem with lock free lists.
#jira UE-49600
Change 3801219 by Steve.Robb
WeakObjectPtrs now warn when casting away const.
Change 3801299 by Graeme.Thornton
Fix quote issue with foreign project build tasks on PC
Change 3803292 by Graeme.Thornton
Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries
Change 3803559 by Steve.Robb
TSAN fix for FMalloc::MaxSingleAlloc.
Change 3803735 by Graeme.Thornton
Last set of cryptokeys changes
- Added some comments for editor exposed settings
- Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets"
Change 3803929 by Ben.Marsh
UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog.
Change 3624590 by Steve.Robb
AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector.
Tidy-up of existing calls to AddReferencedObjects.
Change 3629473 by Ben.Marsh
Build: Rename the option for embedding source server information in PDB files for installed engine builds.
Change 3632894 by Steve.Robb
VARARG* macros deprecated and usage replaced with variadic templates.
Change 3640704 by Steve.Robb
MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type.
Fix to TWeakObjectPtr's constructor which implicitly removed const.
Fixes to everything which didn't compile as a result.
Change 3650813 by Graeme.Thornton
Removed FStartupPackages and associated code
Change 3651000 by Ben.Marsh
Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out.
#jira UE-49980
Change 3690842 by Steve.Robb
FPlatformAtomics::AtomicRead added - needs optimizing.
AtomicRead() used in FThreadSafeCounter::GetValue().
Change 3699416 by Steve.Robb
Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator.
Improved readability of TSparseArray visualization.
Change 3720812 by Steve.Robb
Atomic functions for 8-bit and 16-bit.
Android, Linux and Switch implementations now just use the Clang implementation.
AtomicRead64 deprecated in favor of the int64* AtomicRead overload.
Change 3722698 by Steve.Robb
VS debugger visualizers for TAtomic.
Change 3732270 by Steve.Robb
Relaxed stores and loads.
Change 3749315 by Graeme.Thornton
If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform
#jira UE-52034
Change 3750657 by Josh.Engebretson
Fixed issue when debugging editor cook/package and project launch operations
#jira UE-52207
Change 3758514 by Steve.Robb
Fixes to FString::Printf having non-literals being passed as its formatting string.
Change 3763356 by Steve.Robb
ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters.
Change 3770549 by Steve.Robb
Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES.
Tidy up of existing code which uses it.
Change 3770553 by Ben.Marsh
Adding structured serialization API to Core/CoreUObject for use with text-based assets.
* FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types.
* Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Maps are string -> value dictionaries where the key names are present regardless of the build type.
* Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects.
* Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type.
* The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Includes implementations of FArchiveFormatter for binary and JSON formats.
Change 3771105 by Steve.Robb
Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS.
Fix for incorrect warning formatting on Clang platforms.
Change 3771520 by Steve.Robb
Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header.
Change 3771564 by Steve.Robb
More common macros moved to the Clang pre-setup header.
Change 3771613 by Steve.Robb
EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h.
Change 3772881 by Ben.Marsh
Add support for serializing FName and UObject through FStructuredArchive.
In order to allow custom linker behavior when serializing objects:
* The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer.
* The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table)
Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix).
Change 3772941 by Graeme.Thornton
Make build work when including StructuredArchive.h from core container types
Added standard header to new files
Add structured archive serializer for TArray
Fix bug in structured archive where containers weren't being popped from the scope stack
Change 3772972 by Ben.Marsh
Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot.
Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately.
When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields.
Change 3773006 by Ben.Marsh
Rename FStructuredArchive::FRecord::EnterSlot() to EnterField().
Change 3773013 by Steve.Robb
bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes.
Change 3774499 by Ben.Marsh
Minor fixes for FStructuredArchive related classes:
* Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types.
* FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions.
Change 3774600 by Ben.Marsh
Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data.
This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data.
Change 3789721 by Ben.Marsh
TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing.
Change 3789920 by Ben.Marsh
TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double.
#jira UECORE-364
Change 3789982 by Ben.Marsh
TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter.
Change 3792466 by Ben.Marsh
TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly.
In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations.
Change 3792935 by Ben.Marsh
TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive.
Change 3795100 by Ben.Marsh
UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer.
Change 3795106 by Ben.Marsh
Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions.
Change 3796275 by Ben.Marsh
Fix paths to Version.h includes from resource files.
Change 3800683 by Josh.Engebretson
Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format
#jira UE-50073
Change 3803545 by Steve.Robb
TWeakObjPtr const-dropping assignment fix.
Fixes to change.
[CL 3805231 by Ben Marsh in Main branch]
2017-12-12 18:32:45 -05:00
TWeakObjectPtr < UAnimSequence > SequencePtr = MakeWeakObjectPtr ( const_cast < UAnimSequence * > ( AnimSequence ) ) ;
2014-09-29 14:31:25 -04:00
NodeSpawner - > CustomizeNodeDelegate = UBlueprintNodeSpawner : : FCustomizeNodeDelegate : : CreateStatic ( LoadedAssetSetup , SequencePtr ) ;
NodeSpawner - > DefaultMenuSignature . MenuName = GetTitleGivenAssetInfo ( FText : : FromName ( AnimSequence - > GetFName ( ) ) , AnimSequence - > IsValidAdditive ( ) ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3536809 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 1.
Change 3536814 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 2.
Change 3596207 by Thomas.Sarkanen
Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250
PhAT Upgrade
#jira UEAP-29 - New PhysicsAsset editor
Changelists from task stream:
Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.
This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.
Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renaming PhAT files to PhysicsAssetEditor
Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rename PhAT -> PhysicsAssetEditor
Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up PhAT to Physics Asset Editor
Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Reverted some over-zealous renaming
Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
Added the ability to hide filter menus to skeleton tree
Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added new physics asset skeleton tree builder
Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree extensions to support physics assets
Only started this work - still much to do
Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged persona viewport menus
Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed body/constraint modes.
Added graph editor
Added edit mode - moved viewport client code over
Got PhAT skel mesh rendering in viewport
Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Increased hit proxy priority to improve selection
Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree gets bodies & shapes back.
Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.
Added multi-select to bone proxy customization
Re-tweaked editor layout
Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection sync work.
Customization of anim viewport menus.
Context menus for physics asset items, as well as masking of various context menu items via settings.
Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!
Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
More viewport menu fixups (plus deleting duplicate functionality).
Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
Cleaned up unused files & code
Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Allow extensibility of viewport menu bars
Slate changes:
Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
Allow menu bars to optionally invert-on-hover.
Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
Adjusted core styling of menu bar elements.
Other changes:
Adjusted padding for various UI elements to preserve previoud behavior.
Adjusted SAnimViewportToolbar to use the new menu bar builder.
Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.
Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added extension point to viewport menu bar
Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Getting sim working again
Moved over to using preview instance so we share functionality with Persona editors.
Added time dilation options to persona preview scene.
Removed PhAT specific recording functionality (it is in the viewport now).
Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Recreate physics state on edit, not sim start
This allows velocity to be inherited when simulation is started
Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moving viewport to continually-invalidated one like animation editors
Fixed crash in non-extended viewport toolbars
Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bodies start off non-expanded
Selection now synced between viewport and graph
Constraint selection in graph not works on the first try
Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added missing icon
Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed shape listing from graph nodes
Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Double click on body node recenters graph
Fixed graph disappearing on right-click
Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented cursor getting swallowed in sim mode
Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed overlapping text
Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Node layout now takes dimensions into account
Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash opening Persona editors
Renamed file
Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to profiles menu
Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Profiles can now be edited in their own details panel
Existing customizations folded into the new panel
Tweaks to toolbar
Added the ability for the persona details panel to have extra top/bottom content added
Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Add profile control to context menus
Also delete old unused code
Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Toolbar trimmed down & re-ordered
Body/constraint ops moved to context menus
Apply physmat now a context-menu option with an asset picker
Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed extra warning dialog when auto-creating bodies
Changed title of new asset dialog to "auto-create bodies"
Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix "simulate selected"
As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.
Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type
Fixed up selection so body selection works & tree seleciton is properly synced with viewport
Added recursion guard to selection delegate handlers.
Removed vestigial instance property editing support (no longer needed).
Removed unused old tree support code
Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added constraints to tree
Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix bone proxiies stopping updating after initial viewport selection
Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up selection issues when creating new bodies
Added constraint context menu
Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved icons to central location
Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Customized filtering of the skeleton tree
Hide constraints by defualt
Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).
BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.
Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303
Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved physics sim options to viewport menu (so seleciton changing is not required to change them)
Moved physics-related rendering options to show menu
We no longer switch to sim options when nothing is selected.
During simulation we now disable the details panel
Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)
Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Small fixes based on feedback:
Exposed Mirror tool to menus
Exposed constraint quick actions to menus
Added edit condition to Position & Velocity strength for physical animation
Fixed up some tooltips & display names
Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Defaulted to constraints as points
Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Request from Nick D:
Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.
Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.
Slightly increased point-constraint rendering size and added crosshair cursor to constraints
Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)
Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed duplicate time dilation (can just use viewport menu!)
Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge
Prevent crash by attaching to root component in the correct place
Add IWYU include for TArrayView
Remove more unused code
Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix constraint/body selection one final time
Move constraint drawing to SDPG_World (apart from point mode)
Remove depth offset in material
Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enabling/disabling collision between bodies is now clearer
Menu items are now enabled and disabled correctly depending on collision state
Tooltip reflects what actually gets done when the operation is enacted
Also corrected a few functions that still reference constraint & body mode
Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added enable/disable collision with all
Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code graph items based on current profile
Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code tree items too
Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bone selection & manipulation now possible - allows for pose setup before simulation
Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.
Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix compile error
Color code according to simulated/kinematic status
Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
File i missed
Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added physics asset factory so physics assets can be created form the "new asset" menu.
Skeletal mesh is picked then a defualt asset is generated
Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Improve interactions with bones & bodies
Clear bone selection when selecting bodies/constraints
Always hide gizmo in simulate
Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused selection lock feature
Fixed selection working incorrectly with details panel closed
Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection improvements
Multiselect in tree now only selects non-collapsed tree elements
Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).
Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994
Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge issues
Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Simulation now works in a simlar way to the level editor
Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.
Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed selection color of wireframe drawing (this broke ages ago!)
Fixed initialized environment color/intensity
Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)
Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when simulating selected new bodies
Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)
Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Select all is now a menu option
Context menu pops when right-clicking nothing now too
Menu no longer grows enormous when multiple types of objects are selected
Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enlarged constraint rendering size
Show constraints (rather than points) by default
Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Assets now appear in the asset family shortcut bar
Physics Assets now render thumbnails
Skeleton tree can now work in 'picker' mode
Constraints can now be created manually in the graph, tree and viewport
Fixed double-click and mousewheel not working right sometimes
Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed clicks incorrectly selecting bones in simulate mode
Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Asset config is now loaded/saved
Fixed antoher corner case with viewport clicks in sim
Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved body creation params over to a details panel & settings object
Moved initial creation dialog over to use the new system too
Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renamed shapes and constraints in the tree view
Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Constraints are now not filtered by default
Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selecting constraints now shows them (and the bodies involved) in the graph
Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed "Show Kinematic Bodies"
We now always show kinematic status in simulate mode
Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
PhAT rendering settings are now persisted across sessions.
Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.
Added editable opacity to collision rendering.
Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
New materials with opacity parameter
Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Re-saved materials
Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added ability to only show selected bodies as solid
Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix focus 'F' shortcut sometimes not working
Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix a bunch of selection issues with the graph not keeping in sync
Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853
Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed disappearing convex meshes on simulate
Also fixes crash in thumbnail rendering
Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled selection on mesh. Fixes selection issues.
Also made the hit proxy use a crosshair when over bodies, for easier selection
Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added body/body collision buttons back to the main toolbar
Fixed solid body drawing using the wrong material when no bodies are selected
Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix delete shortcut not working when tree is focused
Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Integrated per-bone primitive generation with the new tab method
Removed context menu item for bones (fixes duplicate popup)
Fixed undo/redo not working for regenerating all bodies
Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled body regeneration when simulation is running
Fixed up tab icons
Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)
Animation picker removed from toolbar (we use the preview scene settings for this now)
Fixed profiles tab icon
Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Show attached assets in tree
Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix broken multi-selection of bone proxies
Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed code that prevented parts of the UI (like simulation) from working in PIE
Removed graph overlays & added "PHYSICS" label
Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed arrows from graph
Fixed dragging off constraints/input pins/bodies in constraint-created graphs
Constraint names now include both bodies
Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched from colors to icons in the skeleton tree
Removed bold fonts
Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Layout fixes
Added border around generate button in tools panel
Removed skeleton tree header in contexts where it is not needed
Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added slow task dialog for body generation
Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged context menus to be not so huge
Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged menus some more
Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Colorized details customization of swing/twist items
Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Auto-open assets when creating from skeletal mesh
Tweaked tooltip on suggestion from Nick D
Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed mirroring changes not showing up straight away
Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved over to Persona-style floor adjustment
Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked tooltips for filtering items
Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added "deselect all" option (Esc)
Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Graph selection tweaks
Selected bodies in the viewport/tree are now also selected in the graph.
Selection outline is now matched to the graph outline instead of using default outline.
Pin allocation no longer happens twice
Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched simulate shortcut to Alt+Enter
Avoids conflict with clobal PIS/SIE shortcuts
Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Minor body regeneration refactor
Label for tools tab button is dynamic depending on selection context
Generation setttings are now re-used by creation dialog too
Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting
Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Resetting animation to default now correctly applies the animation
Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up physics asset editor's use of debug skel mesh component
This broke post-merge from Dev-AnimPhys.
Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).
Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved code to add/remove/assign/unassign profiles to details customization
Also allowed dupication again (via the menu)
Allows correct naming of new profiles as before (as this is handled in PostEdit)
#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented ctrl+selection of constraints from re-selecting
Avoided defered broadcast of seleciton event from the graph
#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor
Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed bodies incorrectly simulating outside of 'simulate' mode
Forced all bodies to be non-simulated when simulation is disabled.
Also removed non-functioning motor menu options & disabled more menu options when simulating
#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor
Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when failing to create a physics asset with multi convex hull
#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created
Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed typo that disabled editability of profile names incorrectly
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when opening a physics asset with a deleted preview skeletal mesh
Now assigns default mesh as before
If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.
#jira UE-47918 - Crash when opening certain Physics Assets
Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevent "set bodies below" from improperly enabling simulation on bodies
#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor
Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics assets with simulated bodies no longer simulate when first opened
#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened
Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix excessive gravity crash when actors pop out of the world
Also restrict gravity to non NaN-causing levels.
#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor
Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581
Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix merge issues
Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed delegate for skeleton tree context menu extension, now uses an empty section
Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added comments to bone proxy & physics asset editor shared data
Removed unused variables
Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed constraint 'all positions' rendering
Removed empty override of unregister tab spawners
Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when setting skeletal mesh
Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor
#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying
Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics asset selection color now uses editor settings
Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused functions
Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Commented SetBodiesBelowPhysicsType as per code review
Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled physical material menu in simulate
Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused code
Commented a few functions
Re-instated preview mesh selection
Removed delegate allowing viewport client class creation
Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Remove unused code
Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965
Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup merge errors
Change 3596227 by Jonathan.Poncelet
Fixed physics substepping interpolation using the wrong starting value.
#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16
Change 3596241 by Jonathan.Poncelet
Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.
#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin
Change 3596247 by Thomas.Sarkanen
Fixup CIS errors post PhAT Upgrade merge
Change 3596250 by Thomas.Sarkanen
More CIS fixes
Change 3596255 by Benn.Gallagher
Fixed compilation errors when nativizing animation blueprints that use subinstances
#jira UE-46522
Change 3596256 by Benn.Gallagher
Fixed orphaned sub anim instance pins hanging around
#jira UE-46545
Change 3596257 by Benn.Gallagher
Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.
#jira UE-48045
Change 3596258 by Benn.Gallagher
Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible
#jira UE-47755
Change 3596259 by Benn.Gallagher
Fixed mismatch between paint values and view values for clothing tools
#jira UE-48110
Change 3596260 by Benn.Gallagher
Stopped property context menus killing the whole window stack when an item is clicked
#jira UE-48158
Change 3596261 by Thomas.Sarkanen
One last Mac CIS fix (hopefully)
Change 3596308 by Benn.Gallagher
Removed outdated references to APEX in clothing example map.
Change 3596360 by Martin.Wilson
Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded
#jira UE-48452
Change 3596459 by Benn.Gallagher
Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.
#jira UE-47567
Change 3596967 by Aaron.McLeran
Adding setting default reverb send level in audio settings.
Change 3596974 by Ethan.Geller
Merge in fix from Christopher Oliver
Change 3597243 by Aaron.McLeran
Checking in missing files.
Change 3597686 by Ethan.Geller
Fix warnings/errors from CL 3597452
Change 3597846 by Ethan.Geller
Fix errors, take 2
Change 3598290 by Ethan.Geller
Panning Angle Issue
Change 3598412 by Ethan.Geller
Change Core.h header to CoreMinimal.h, fix warnings
Change 3599797 by Jurre.deBaare
LODs from Merge Actor tool have bad normals
#jira UE-47129
#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
1) Summing all lightmap pixel counts for each mesh component being merged
2) Calculating fitting texture dimension by taking square root of the total pixels
Change 3599863 by Lina.Halper
PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)
Change 3599883 by Jurre.deBaare
HLOD: update outliner tooltip when UE docs arrive
#jira UE-20352
Change 3599944 by Martin.Wilson
Smart name refactor
- Remove guids entirely
- Remove automatic fix up
- Simplify smart name mapping container
- Make animations deterministic for cooking
#jira UEAP-264
Change 3600133 by Benn.Gallagher
Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
#jira UE-48612
Change 3600166 by Benn.Gallagher
Fixed cloth paint gradient allowing invalid values
#jira UE-48114
Change 3600719 by Lina.Halper
PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)
Change 3601668 by Jurre.deBaare
Improve BlendSpace preview pin dragging controls
#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
#misc Also added tooltips on the grid to make the functionality more discoverable
#jira UE-43011
Change 3601669 by Jurre.deBaare
No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
#jira UE-46892
Change 3601731 by Benn.Gallagher
Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.
#jira UE-48329
Change 3601897 by Lina.Halper
fixing issue with sequencer reinitialization
#jira: UE-48556
Change 3602339 by Benn.Gallagher
Fixed comment/tooltip typo
Change 3602502 by Benn.Gallagher
Fixed clothing gradient tool renderer not showing selected points when camera was moving
#jira UE-48331
Change 3602664 by Ethan.Geller
Unshelved fixes from Dev-VR
Change 3602726 by Lina.Halper
Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject
#jira: UE-48700
Change 3603011 by Lina.Halper
Fix build error
Change 3604139 by Benn.Gallagher
Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.
#jira UE-47960
Change 3604284 by Benn.Gallagher
Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running
#jira UE-48687
Change 3604612 by Lina.Halper
Fix curve issue from automation test
- It was actual bug.
Change 3604614 by Lina.Halper
- Fix crash with macro anim notify
- Make sure macro anim notify doesn't show up in the menu
#jira: UE-45036
Change 3604725 by Lina.Halper
fixed issue with opening state machine from anim graph
#jira: UE-48726
Change 3604971 by Aaron.McLeran
#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.
Bringing fix from 4.17 to Dev-AnimPhys
Change 3605787 by Aaron.McLeran
Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls
- This is necessary in order to use the sound concurrency "limit by owner" feature
Change 3606851 by Jurre.deBaare
UE4Editor Static Analysis Win64 - Warning fix
Change 3607022 by Lina.Halper
Fix static analysis warning
Change 3607229 by Jurre.deBaare
RemoveAllCurveData should not allow removing data from the Skeleton
#jira UE-48107
Change 3607660 by Martin.Wilson
Live link client can run in cooked builds too
#jira UEAP-306
Change 3607668 by Ethan.Geller
#jira UE-48792 fix null dereference case in audiodevice.cpp
Change 3607734 by Lina.Halper
LOD linking to curve
- consolidated to one param - curve eval option
- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
- flipped meaning to align with bAllowCurveEvaluation
- also fixed issue with orion cooking - where transform curves are added as normal curves
#jira: UE-37996, UE-48782
Change 3607859 by Martin.Wilson
Missed files from live link editor checkin
Change 3607958 by Martin.Wilson
Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)
Change 3608566 by Ethan.Geller
change include to avoid header conflicts on Linux
Change 3609074 by Ethan.Geller
Take 2: Fix capitalization on include, fix Linux build.
Change 3610024 by Lina.Halper
Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene
- we used to load advanced preview setting by persona module
- this has been moved to persona tool kit, and now all other modules are crashing
- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.
#jira: UE-48809
Change 3610081 by Jurre.deBaare
Animations can't be set on blend samples from the dropdown
#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
#jira UE-48746
Change 3610088 by Jurre.deBaare
Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
#jira UE-48741
Change 3610862 by Ethan.Geller
Fix submix effects for situations where number of input channels does not equal output channels
Change 3611346 by Aaron.McLeran
Using audio thread platform affinity mask for audio render thread.
Change 3613297 by Ethan.Geller
Simple delay submix
Change 3614435 by Martin.Wilson
CIS fix
Change 3614482 by Martin.Wilson
Store root motion on anim instance instead of proxy to avoid thread safety stalls
#jira UE-46896
Change 3614483 by Martin.Wilson
Evaluate curves in anim offsets
#jira UE-47119
Change 3614495 by Jurre.deBaare
Reimport alembic file with new source option does not automatically tick any tracks
#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
#jira UE-46141
Change 3614645 by Thomas.Sarkanen
Fixed physics assets not simulating when BlockAll was globally overridden
Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT
#jira UE-48591 - Physics assets not simulating correctly in Orion
Change 3614683 by Lina.Halper
Fixed crash when modifying default physicsasset
#jira: UE-48844
Change 3614721 by Jurre.deBaare
Vertex painting on skeletal meshes bound by physics asset
#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
#jira UE-48004
Change 3614730 by Thomas.Sarkanen
Fixed crash when regenerating multi convex hulls from zero-vert bones
We handled this in the single convex hull case, but multi did not.
#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body
Change 3614763 by Jurre.deBaare
Moving over:
HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
#jira UE-48249
#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh
Change 3615029 by Lina.Halper
Fix issue with highlight
#jira: UE-48855
Change 3617593 by Thomas.Sarkanen
Fixed crash when regenerating large amounts of bodies
We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems
#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies
Change 3617609 by Jonathan.Poncelet
Fixed crash that could occur when opening a physics asset and deleting bones.
#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it
Change 3617723 by Thomas.Sarkanen
Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down
Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
Moved AddToRoot pattern used for anim preview scene to FGCObject
#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed
Change 3617818 by Benn.Gallagher
Final v1 UX changes for clothing tool, and removed experimental flag
Change 3617937 by Jurre.deBaare
Default bounds for Alembic skel-mesh are too large
#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
#jira UE-47139
Change 3618187 by Ethan.Geller
Implement Audiomixer in HTML5
Change 3618188 by Lina.Halper
Fix issue with highlight in persona
#jira: UE-49020
Change 3618229 by Lina.Halper
Fix crash on exit when modify is causing it to serialize again in the middle of tear down
#jira: UE-48025
Change 3618248 by Lina.Halper
fix issue by workaround where clamp is not happening with allowspin is false
#jira: UE-47001
Change 3618289 by Aaron.McLeran
Removing audio format types we're not using for simplicity
Change 3618291 by Martin.Wilson
Fix duplicate of curve name appearing in list when renaming
#jira UE-49041
Change 3618390 by Aaron.McLeran
Removing a case for DTYPE_Xenon since this is never used.
Change 3618425 by Martin.Wilson
Keep notify UI up to data across multiple editors when adding notifies to an animation
#jira UE-48104
Change 3619023 by Aaron.McLeran
Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used
Change 3619129 by Aaron.McLeran
Source bus feature.
- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
- Buses can be routed to each other
- Buses have a duration which can be set in bus asset
- Buses can choose between mono and stereo channels
- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.
- Some engine changes and optimizations:
- Format conversion to float is done in async workers for decode vs the render callback
- Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
- Apply master attenuation at the final output vs per-source
- Fixed code that performs fade in/fade out for smooth startup and shutdown.
- Moved FSourceParam to FParam into DSP utility so others can use it.
- Some engine fixes:
- Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
- Fixed an issue with pause
- Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
- Fixed an issue with WorldID not getting set for listeners
TODO:
- fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses
Change 3619159 by Ethan.Geller
#jira UE-48950 fix steam audio crash on editor exit
Change 3619555 by Jonathan.Poncelet
Fixed constraint debug drawing arrows in the physics asset editor being too large.
#jira UE-48863 Limited constraints and free constraints are much larger on screen
Change 3619574 by Thomas.Sarkanen
Fixed debug link for animation blueprints not persisting when changing preview mesh
Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.
#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session
Change 3619586 by Thomas.Sarkanen
Fixed physics asset shortcut not working correctly in certain circumstances
FBox was using uninitialized memory
#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body
Change 3619640 by Thomas.Sarkanen
Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars
Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).
#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar
Change 3619644 by James.Golding
Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
#jira UE-47652
Change 3619654 by Martin.Wilson
Fix removing a curve when it isn't used on any animations
#jira UE-49048
Change 3619771 by Thomas.Sarkanen
Make sure the physics asset editor floor has collision, regardless of what BlockAll does
#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config
Change 3619803 by Jonathan.Poncelet
Fixed localization warnings caused by duplicate keys.
#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings
Change 3619813 by Jurre.deBaare
Baked bones using a pose animation are rotated in the wrong direction
#fix root bone transform wasn't being taken into account while generating final bone transforms
#misc added debug logging for future work
#jira UE-47362
Change 3619830 by Jurre.deBaare
Biased Texture Size option is not functioning when Merging Actors
#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
#misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
#jira UE-48108
Change 3619859 by Thomas.Sarkanen
Fixed HLOD selection sphere persisting on undo/redo
Removed HLOD selection actors when the outliner is refreshed
#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.
Change 3619871 by Martin.Wilson
Calculate root motion over the correct segment times, not the track times
#jira UE-43719
Change 3619898 by Thomas.Sarkanen
Improve UI feedback around bounds/in-game bounds in animation editor viewports
Tooltip for in-game bounds is now more detailed
In-game bounds cannot be selected if bounds is not also selected
#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing
Change 3619908 by Thomas.Sarkanen
Fixed tooltip for PhysicsType
#jira UE-48421 - Incorrect tooltip for Physics Type
Change 3620014 by Jurre.deBaare
Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
#misc Also added more delegates to ensure the restriction is up to date
#jira UE-46980
Change 3620104 by Jurre.deBaare
HLOD doesn't support renaming in levels
#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
#jira UE-48072
Change 3620151 by Thomas.Sarkanen
Undo/redo now correctly affects animation preview scene settings
Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc
#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI
Change 3620152 by Thomas.Sarkanen
Exposed LOD menu in PhAT
This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.
#jira UE-47970 - LODs not working in Physics Asset Editor
Change 3620177 by Benn.Gallagher
PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)
Change 3620250 by Jurre.deBaare
HLOD assets left in HLOD folder when clusters are deleted
#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
#jira UE-47450
Change 3620273 by James.Golding
PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
#jira UE-48530
Change 3620274 by James.Golding
PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
#jira UE-48531
Change 3620275 by James.Golding
Add icon for destruction plugin
Change 3620401 by Ethan.Geller
#jira UE-47684 Remove SDL dependencies from Win64
Change 3620586 by Jurre.deBaare
Linux CIS fix
Change 3620660 by Martin.Wilson
Fixes for state machines getting reinitialized in situations that users don't want them to.
-Added option to state machine to allow it to skip reinitialization when it becomes relevant
-Added option to slot nodes to keep source pose relevant while montage slot is playing.
#jira UE-43578
Change 3620665 by Aaron.McLeran
Making source buses only show relevant source bus data.
- hiding sound wave categories that aren't relevant to source buses
Change 3621087 by Ethan.Geller
#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.
Change 3621144 by Aaron.McLeran
#jira UE-49147
#jira UE-49145
Fixing concurrency and volume stats
Change 3621148 by Aaron.McLeran
Fixing typo
Change 3621180 by Ethan.Geller
#jira UE-49151 Fix for browser preview on bus only sounds
Change 3621421 by Ethan.Geller
#jira UE-49165 Fix real time audio slider.
Change 3621604 by Ethan.Geller
#jira UE-44847 fix iOS panning algorithm on non-audio mixer
Change 3621626 by Lina.Halper
Fix issue with anim montage displaying when selecting animation
#jira: UE-48749
Change 3621813 by Thomas.Sarkanen
Fixing undo/redo of bone modifications in Physics Asset Editor (and others)
Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).
#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work
Change 3621831 by Jurre.deBaare
Crash fix for Material baking when trying to analyse a MP_MAX material property
#jira UE-49172
Change 3621936 by Thomas.Sarkanen
Fixed CIS error from merge
Change 3621937 by Thomas.Sarkanen
Fix merge issue with API change in USynthComponent
Change 3622173 by Thomas.Sarkanen
Fixed ortho viewports being bright white in sub-editors
Preview scenes in general are responsible by default for the background color.
Advanced preview scenes now use background color from settings. Previously only te animation editors did this.
#jira UE-48841 - The background of the orthographic viewports is bright white
Change 3622730 by Ethan.Geller
#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran
Change 3622759 by Ethan.Geller
#jira 49170 reduce static analysis warnings for audiodevice.cpp
Change 3622901 by Benn.Gallagher
Bumped PhysX DDC key after change in Orion caused verify failures
Change 3623458 by Aaron.McLeran
#jira UE-49204 Delores monologue cut short in Odin elevator
Change 3623667 by Aaron.McLeran
#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator
Change 3623752 by Aaron.McLeran
#jira UE-49247 Sound Source Bus Properties Are Inappropriate
Fixing issues with new source bus uobject so properties show up appropriately.
Change 3624058 by Ben.Marsh
Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.
Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.
Change 3624193 by Ethan.Geller
#jira UE-49170 Static analysis fix, take 2
Change 3354003 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3477632 by Jurre.deBaare
Automated test content and ground truths for Actor Merging and Material baking functionality
Change 3491464 by Jurre.deBaare
Updated automation content for MergeActor behaviour
Change 3587878 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489
Change 3597452 by Ethan.Geller
#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.
Change 3602935 by Lina.Halper
Allow curve evaluation to be controlled by users
#jira: UE-46446
Change 3606120 by Ethan.Geller
Move Tap Delay Submix to Synthesis library, modify tap delay API
Change 3621830 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691
Change 3622807 by Ethan.Geller
#jira UE-49201 Fixing volume issues
Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.
[CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
NodeSpawner - > DefaultMenuSignature . Tooltip = GetTitleGivenAssetInfo ( FText : : FromString ( AnimSequence - > GetPathName ( ) ) , AnimSequence - > IsValidAdditive ( ) ) ;
2014-09-29 14:31:25 -04:00
ActionRegistrar . AddBlueprintAction ( QueryObject , NodeSpawner ) ;
}
else if ( QueryObject = = GetClass ( ) )
{
FAssetRegistryModule & AssetRegistryModule = FModuleManager : : LoadModuleChecked < FAssetRegistryModule > ( TEXT ( " AssetRegistry " ) ) ;
// define a filter to help in pulling UAnimSequence asset data from the registry
FARFilter Filter ;
Filter . ClassNames . Add ( UAnimSequence : : StaticClass ( ) - > GetFName ( ) ) ;
Filter . bRecursiveClasses = true ;
// Find matching assets and add an entry for each one
TArray < FAssetData > SequenceList ;
AssetRegistryModule . Get ( ) . GetAssets ( Filter , /*out*/ SequenceList ) ;
for ( auto AssetIt = SequenceList . CreateConstIterator ( ) ; AssetIt ; + + AssetIt )
{
const FAssetData & Asset = * AssetIt ;
if ( Asset . IsAssetLoaded ( ) )
2014-09-26 11:31:34 -04:00
{
continue ;
}
2014-09-29 14:31:25 -04:00
UBlueprintNodeSpawner * NodeSpawner = UBlueprintNodeSpawner : : Create ( GetClass ( ) ) ;
NodeSpawner - > CustomizeNodeDelegate = UBlueprintNodeSpawner : : FCustomizeNodeDelegate : : CreateStatic ( UnloadedAssetSetup , Asset ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3536809 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 1.
Change 3536814 by Ben.Marsh
Fixing case of files in "iOS" directory, pt 2.
Change 3596207 by Thomas.Sarkanen
Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250
PhAT Upgrade
#jira UEAP-29 - New PhysicsAsset editor
Changelists from task stream:
Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.
This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.
Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renaming PhAT files to PhysicsAssetEditor
Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rename PhAT -> PhysicsAssetEditor
Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up PhAT to Physics Asset Editor
Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Reverted some over-zealous renaming
Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
Added the ability to hide filter menus to skeleton tree
Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added new physics asset skeleton tree builder
Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree extensions to support physics assets
Only started this work - still much to do
Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged persona viewport menus
Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed body/constraint modes.
Added graph editor
Added edit mode - moved viewport client code over
Got PhAT skel mesh rendering in viewport
Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Increased hit proxy priority to improve selection
Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Skeleton tree gets bodies & shapes back.
Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.
Added multi-select to bone proxy customization
Re-tweaked editor layout
Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection sync work.
Customization of anim viewport menus.
Context menus for physics asset items, as well as masking of various context menu items via settings.
Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!
Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
More viewport menu fixups (plus deleting duplicate functionality).
Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
Cleaned up unused files & code
Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Allow extensibility of viewport menu bars
Slate changes:
Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
Allow menu bars to optionally invert-on-hover.
Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
Adjusted core styling of menu bar elements.
Other changes:
Adjusted padding for various UI elements to preserve previoud behavior.
Adjusted SAnimViewportToolbar to use the new menu bar builder.
Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.
Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added extension point to viewport menu bar
Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Getting sim working again
Moved over to using preview instance so we share functionality with Persona editors.
Added time dilation options to persona preview scene.
Removed PhAT specific recording functionality (it is in the viewport now).
Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Recreate physics state on edit, not sim start
This allows velocity to be inherited when simulation is started
Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moving viewport to continually-invalidated one like animation editors
Fixed crash in non-extended viewport toolbars
Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bodies start off non-expanded
Selection now synced between viewport and graph
Constraint selection in graph not works on the first try
Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added missing icon
Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed shape listing from graph nodes
Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Double click on body node recenters graph
Fixed graph disappearing on right-click
Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented cursor getting swallowed in sim mode
Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed overlapping text
Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Node layout now takes dimensions into account
Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash opening Persona editors
Renamed file
Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to profiles menu
Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Profiles can now be edited in their own details panel
Existing customizations folded into the new panel
Tweaks to toolbar
Added the ability for the persona details panel to have extra top/bottom content added
Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Add profile control to context menus
Also delete old unused code
Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Toolbar trimmed down & re-ordered
Body/constraint ops moved to context menus
Apply physmat now a context-menu option with an asset picker
Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed extra warning dialog when auto-creating bodies
Changed title of new asset dialog to "auto-create bodies"
Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix "simulate selected"
As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.
Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type
Fixed up selection so body selection works & tree seleciton is properly synced with viewport
Added recursion guard to selection delegate handlers.
Removed vestigial instance property editing support (no longer needed).
Removed unused old tree support code
Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added constraints to tree
Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix bone proxiies stopping updating after initial viewport selection
Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up selection issues when creating new bodies
Added constraint context menu
Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved icons to central location
Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Customized filtering of the skeleton tree
Hide constraints by defualt
Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).
BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.
Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303
Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved physics sim options to viewport menu (so seleciton changing is not required to change them)
Moved physics-related rendering options to show menu
We no longer switch to sim options when nothing is selected.
During simulation we now disable the details panel
Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)
Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Small fixes based on feedback:
Exposed Mirror tool to menus
Exposed constraint quick actions to menus
Added edit condition to Position & Velocity strength for physical animation
Fixed up some tooltips & display names
Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Defaulted to constraints as points
Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Request from Nick D:
Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.
Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.
Slightly increased point-constraint rendering size and added crosshair cursor to constraints
Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)
Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed duplicate time dilation (can just use viewport menu!)
Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge
Prevent crash by attaching to root component in the correct place
Add IWYU include for TArrayView
Remove more unused code
Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix constraint/body selection one final time
Move constraint drawing to SDPG_World (apart from point mode)
Remove depth offset in material
Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enabling/disabling collision between bodies is now clearer
Menu items are now enabled and disabled correctly depending on collision state
Tooltip reflects what actually gets done when the operation is enacted
Also corrected a few functions that still reference constraint & body mode
Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added enable/disable collision with all
Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code graph items based on current profile
Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Color code tree items too
Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Bone selection & manipulation now possible - allows for pose setup before simulation
Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.
Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix compile error
Color code according to simulated/kinematic status
Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
File i missed
Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added physics asset factory so physics assets can be created form the "new asset" menu.
Skeletal mesh is picked then a defualt asset is generated
Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Improve interactions with bones & bodies
Clear bone selection when selecting bodies/constraints
Always hide gizmo in simulate
Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused selection lock feature
Fixed selection working incorrectly with details panel closed
Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selection improvements
Multiselect in tree now only selects non-collapsed tree elements
Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).
Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994
Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup post-merge issues
Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Simulation now works in a simlar way to the level editor
Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.
Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed selection color of wireframe drawing (this broke ages ago!)
Fixed initialized environment color/intensity
Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)
Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when simulating selected new bodies
Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)
Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Select all is now a menu option
Context menu pops when right-clicking nothing now too
Menu no longer grows enormous when multiple types of objects are selected
Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Enlarged constraint rendering size
Show constraints (rather than points) by default
Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Assets now appear in the asset family shortcut bar
Physics Assets now render thumbnails
Skeleton tree can now work in 'picker' mode
Constraints can now be created manually in the graph, tree and viewport
Fixed double-click and mousewheel not working right sometimes
Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed clicks incorrectly selecting bones in simulate mode
Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics Asset config is now loaded/saved
Fixed antoher corner case with viewport clicks in sim
Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved body creation params over to a details panel & settings object
Moved initial creation dialog over to use the new system too
Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Renamed shapes and constraints in the tree view
Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Constraints are now not filtered by default
Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Selecting constraints now shows them (and the bodies involved) in the graph
Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed "Show Kinematic Bodies"
We now always show kinematic status in simulate mode
Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
PhAT rendering settings are now persisted across sessions.
Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.
Added editable opacity to collision rendering.
Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
New materials with opacity parameter
Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Re-saved materials
Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added ability to only show selected bodies as solid
Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix focus 'F' shortcut sometimes not working
Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix a bunch of selection issues with the graph not keeping in sync
Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853
Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed disappearing convex meshes on simulate
Also fixes crash in thumbnail rendering
Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled selection on mesh. Fixes selection issues.
Also made the hit proxy use a crosshair when over bodies, for easier selection
Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added body/body collision buttons back to the main toolbar
Fixed solid body drawing using the wrong material when no bodies are selected
Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix delete shortcut not working when tree is focused
Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Integrated per-bone primitive generation with the new tab method
Removed context menu item for bones (fixes duplicate popup)
Fixed undo/redo not working for regenerating all bodies
Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled body regeneration when simulation is running
Fixed up tab icons
Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)
Animation picker removed from toolbar (we use the preview scene settings for this now)
Fixed profiles tab icon
Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Show attached assets in tree
Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix broken multi-selection of bone proxies
Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed code that prevented parts of the UI (like simulation) from working in PIE
Removed graph overlays & added "PHYSICS" label
Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed arrows from graph
Fixed dragging off constraints/input pins/bodies in constraint-created graphs
Constraint names now include both bodies
Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched from colors to icons in the skeleton tree
Removed bold fonts
Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Layout fixes
Added border around generate button in tools panel
Removed skeleton tree header in contexts where it is not needed
Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added slow task dialog for body generation
Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged context menus to be not so huge
Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Rearranged menus some more
Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Colorized details customization of swing/twist items
Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Auto-open assets when creating from skeletal mesh
Tweaked tooltip on suggestion from Nick D
Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed mirroring changes not showing up straight away
Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved over to Persona-style floor adjustment
Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Tweaked tooltips for filtering items
Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added "deselect all" option (Esc)
Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Graph selection tweaks
Selected bodies in the viewport/tree are now also selected in the graph.
Selection outline is now matched to the graph outline instead of using default outline.
Pin allocation no longer happens twice
Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Switched simulate shortcut to Alt+Enter
Avoids conflict with clobal PIS/SIE shortcuts
Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Minor body regeneration refactor
Label for tools tab button is dynamic depending on selection context
Generation setttings are now re-used by creation dialog too
Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting
Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Resetting animation to default now correctly applies the animation
Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed up physics asset editor's use of debug skel mesh component
This broke post-merge from Dev-AnimPhys.
Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).
Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Moved code to add/remove/assign/unassign profiles to details customization
Also allowed dupication again (via the menu)
Allows correct naming of new profiles as before (as this is handled in PostEdit)
#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevented ctrl+selection of constraints from re-selecting
Avoided defered broadcast of seleciton event from the graph
#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor
Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed bodies incorrectly simulating outside of 'simulate' mode
Forced all bodies to be non-simulated when simulation is disabled.
Also removed non-functioning motor menu options & disabled more menu options when simulating
#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor
Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when failing to create a physics asset with multi convex hull
#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created
Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed typo that disabled editability of profile names incorrectly
#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save
Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed crash when opening a physics asset with a deleted preview skeletal mesh
Now assigns default mesh as before
If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.
#jira UE-47918 - Crash when opening certain Physics Assets
Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Prevent "set bodies below" from improperly enabling simulation on bodies
#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor
Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics assets with simulated bodies no longer simulate when first opened
#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened
Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix excessive gravity crash when actors pop out of the world
Also restrict gravity to non NaN-causing levels.
#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor
Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581
Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix merge issues
Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed delegate for skeleton tree context menu extension, now uses an empty section
Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Added comments to bone proxy & physics asset editor shared data
Removed unused variables
Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixed constraint 'all positions' rendering
Removed empty override of unregister tab spawners
Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fix crash when setting skeletal mesh
Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor
#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying
Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Physics asset selection color now uses editor settings
Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused functions
Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Commented SetBodiesBelowPhysicsType as per code review
Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Disabled physical material menu in simulate
Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Removed unused code
Commented a few functions
Re-instated preview mesh selection
Removed delegate allowing viewport client class creation
Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Remove unused code
Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen
Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965
Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen
Fixup merge errors
Change 3596227 by Jonathan.Poncelet
Fixed physics substepping interpolation using the wrong starting value.
#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16
Change 3596241 by Jonathan.Poncelet
Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.
#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin
Change 3596247 by Thomas.Sarkanen
Fixup CIS errors post PhAT Upgrade merge
Change 3596250 by Thomas.Sarkanen
More CIS fixes
Change 3596255 by Benn.Gallagher
Fixed compilation errors when nativizing animation blueprints that use subinstances
#jira UE-46522
Change 3596256 by Benn.Gallagher
Fixed orphaned sub anim instance pins hanging around
#jira UE-46545
Change 3596257 by Benn.Gallagher
Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.
#jira UE-48045
Change 3596258 by Benn.Gallagher
Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible
#jira UE-47755
Change 3596259 by Benn.Gallagher
Fixed mismatch between paint values and view values for clothing tools
#jira UE-48110
Change 3596260 by Benn.Gallagher
Stopped property context menus killing the whole window stack when an item is clicked
#jira UE-48158
Change 3596261 by Thomas.Sarkanen
One last Mac CIS fix (hopefully)
Change 3596308 by Benn.Gallagher
Removed outdated references to APEX in clothing example map.
Change 3596360 by Martin.Wilson
Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded
#jira UE-48452
Change 3596459 by Benn.Gallagher
Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.
#jira UE-47567
Change 3596967 by Aaron.McLeran
Adding setting default reverb send level in audio settings.
Change 3596974 by Ethan.Geller
Merge in fix from Christopher Oliver
Change 3597243 by Aaron.McLeran
Checking in missing files.
Change 3597686 by Ethan.Geller
Fix warnings/errors from CL 3597452
Change 3597846 by Ethan.Geller
Fix errors, take 2
Change 3598290 by Ethan.Geller
Panning Angle Issue
Change 3598412 by Ethan.Geller
Change Core.h header to CoreMinimal.h, fix warnings
Change 3599797 by Jurre.deBaare
LODs from Merge Actor tool have bad normals
#jira UE-47129
#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
1) Summing all lightmap pixel counts for each mesh component being merged
2) Calculating fitting texture dimension by taking square root of the total pixels
Change 3599863 by Lina.Halper
PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)
Change 3599883 by Jurre.deBaare
HLOD: update outliner tooltip when UE docs arrive
#jira UE-20352
Change 3599944 by Martin.Wilson
Smart name refactor
- Remove guids entirely
- Remove automatic fix up
- Simplify smart name mapping container
- Make animations deterministic for cooking
#jira UEAP-264
Change 3600133 by Benn.Gallagher
Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
#jira UE-48612
Change 3600166 by Benn.Gallagher
Fixed cloth paint gradient allowing invalid values
#jira UE-48114
Change 3600719 by Lina.Halper
PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)
Change 3601668 by Jurre.deBaare
Improve BlendSpace preview pin dragging controls
#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
#misc Also added tooltips on the grid to make the functionality more discoverable
#jira UE-43011
Change 3601669 by Jurre.deBaare
No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
#jira UE-46892
Change 3601731 by Benn.Gallagher
Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.
#jira UE-48329
Change 3601897 by Lina.Halper
fixing issue with sequencer reinitialization
#jira: UE-48556
Change 3602339 by Benn.Gallagher
Fixed comment/tooltip typo
Change 3602502 by Benn.Gallagher
Fixed clothing gradient tool renderer not showing selected points when camera was moving
#jira UE-48331
Change 3602664 by Ethan.Geller
Unshelved fixes from Dev-VR
Change 3602726 by Lina.Halper
Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject
#jira: UE-48700
Change 3603011 by Lina.Halper
Fix build error
Change 3604139 by Benn.Gallagher
Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.
#jira UE-47960
Change 3604284 by Benn.Gallagher
Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running
#jira UE-48687
Change 3604612 by Lina.Halper
Fix curve issue from automation test
- It was actual bug.
Change 3604614 by Lina.Halper
- Fix crash with macro anim notify
- Make sure macro anim notify doesn't show up in the menu
#jira: UE-45036
Change 3604725 by Lina.Halper
fixed issue with opening state machine from anim graph
#jira: UE-48726
Change 3604971 by Aaron.McLeran
#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.
Bringing fix from 4.17 to Dev-AnimPhys
Change 3605787 by Aaron.McLeran
Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls
- This is necessary in order to use the sound concurrency "limit by owner" feature
Change 3606851 by Jurre.deBaare
UE4Editor Static Analysis Win64 - Warning fix
Change 3607022 by Lina.Halper
Fix static analysis warning
Change 3607229 by Jurre.deBaare
RemoveAllCurveData should not allow removing data from the Skeleton
#jira UE-48107
Change 3607660 by Martin.Wilson
Live link client can run in cooked builds too
#jira UEAP-306
Change 3607668 by Ethan.Geller
#jira UE-48792 fix null dereference case in audiodevice.cpp
Change 3607734 by Lina.Halper
LOD linking to curve
- consolidated to one param - curve eval option
- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
- flipped meaning to align with bAllowCurveEvaluation
- also fixed issue with orion cooking - where transform curves are added as normal curves
#jira: UE-37996, UE-48782
Change 3607859 by Martin.Wilson
Missed files from live link editor checkin
Change 3607958 by Martin.Wilson
Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)
Change 3608566 by Ethan.Geller
change include to avoid header conflicts on Linux
Change 3609074 by Ethan.Geller
Take 2: Fix capitalization on include, fix Linux build.
Change 3610024 by Lina.Halper
Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene
- we used to load advanced preview setting by persona module
- this has been moved to persona tool kit, and now all other modules are crashing
- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.
#jira: UE-48809
Change 3610081 by Jurre.deBaare
Animations can't be set on blend samples from the dropdown
#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
#jira UE-48746
Change 3610088 by Jurre.deBaare
Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
#jira UE-48741
Change 3610862 by Ethan.Geller
Fix submix effects for situations where number of input channels does not equal output channels
Change 3611346 by Aaron.McLeran
Using audio thread platform affinity mask for audio render thread.
Change 3613297 by Ethan.Geller
Simple delay submix
Change 3614435 by Martin.Wilson
CIS fix
Change 3614482 by Martin.Wilson
Store root motion on anim instance instead of proxy to avoid thread safety stalls
#jira UE-46896
Change 3614483 by Martin.Wilson
Evaluate curves in anim offsets
#jira UE-47119
Change 3614495 by Jurre.deBaare
Reimport alembic file with new source option does not automatically tick any tracks
#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
#jira UE-46141
Change 3614645 by Thomas.Sarkanen
Fixed physics assets not simulating when BlockAll was globally overridden
Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT
#jira UE-48591 - Physics assets not simulating correctly in Orion
Change 3614683 by Lina.Halper
Fixed crash when modifying default physicsasset
#jira: UE-48844
Change 3614721 by Jurre.deBaare
Vertex painting on skeletal meshes bound by physics asset
#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
#jira UE-48004
Change 3614730 by Thomas.Sarkanen
Fixed crash when regenerating multi convex hulls from zero-vert bones
We handled this in the single convex hull case, but multi did not.
#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body
Change 3614763 by Jurre.deBaare
Moving over:
HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
#jira UE-48249
#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh
Change 3615029 by Lina.Halper
Fix issue with highlight
#jira: UE-48855
Change 3617593 by Thomas.Sarkanen
Fixed crash when regenerating large amounts of bodies
We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems
#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies
Change 3617609 by Jonathan.Poncelet
Fixed crash that could occur when opening a physics asset and deleting bones.
#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it
Change 3617723 by Thomas.Sarkanen
Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down
Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
Moved AddToRoot pattern used for anim preview scene to FGCObject
#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed
Change 3617818 by Benn.Gallagher
Final v1 UX changes for clothing tool, and removed experimental flag
Change 3617937 by Jurre.deBaare
Default bounds for Alembic skel-mesh are too large
#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
#jira UE-47139
Change 3618187 by Ethan.Geller
Implement Audiomixer in HTML5
Change 3618188 by Lina.Halper
Fix issue with highlight in persona
#jira: UE-49020
Change 3618229 by Lina.Halper
Fix crash on exit when modify is causing it to serialize again in the middle of tear down
#jira: UE-48025
Change 3618248 by Lina.Halper
fix issue by workaround where clamp is not happening with allowspin is false
#jira: UE-47001
Change 3618289 by Aaron.McLeran
Removing audio format types we're not using for simplicity
Change 3618291 by Martin.Wilson
Fix duplicate of curve name appearing in list when renaming
#jira UE-49041
Change 3618390 by Aaron.McLeran
Removing a case for DTYPE_Xenon since this is never used.
Change 3618425 by Martin.Wilson
Keep notify UI up to data across multiple editors when adding notifies to an animation
#jira UE-48104
Change 3619023 by Aaron.McLeran
Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used
Change 3619129 by Aaron.McLeran
Source bus feature.
- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
- Buses can be routed to each other
- Buses have a duration which can be set in bus asset
- Buses can choose between mono and stereo channels
- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.
- Some engine changes and optimizations:
- Format conversion to float is done in async workers for decode vs the render callback
- Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
- Apply master attenuation at the final output vs per-source
- Fixed code that performs fade in/fade out for smooth startup and shutdown.
- Moved FSourceParam to FParam into DSP utility so others can use it.
- Some engine fixes:
- Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
- Fixed an issue with pause
- Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
- Fixed an issue with WorldID not getting set for listeners
TODO:
- fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses
Change 3619159 by Ethan.Geller
#jira UE-48950 fix steam audio crash on editor exit
Change 3619555 by Jonathan.Poncelet
Fixed constraint debug drawing arrows in the physics asset editor being too large.
#jira UE-48863 Limited constraints and free constraints are much larger on screen
Change 3619574 by Thomas.Sarkanen
Fixed debug link for animation blueprints not persisting when changing preview mesh
Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.
#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session
Change 3619586 by Thomas.Sarkanen
Fixed physics asset shortcut not working correctly in certain circumstances
FBox was using uninitialized memory
#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body
Change 3619640 by Thomas.Sarkanen
Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars
Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).
#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar
Change 3619644 by James.Golding
Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
#jira UE-47652
Change 3619654 by Martin.Wilson
Fix removing a curve when it isn't used on any animations
#jira UE-49048
Change 3619771 by Thomas.Sarkanen
Make sure the physics asset editor floor has collision, regardless of what BlockAll does
#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config
Change 3619803 by Jonathan.Poncelet
Fixed localization warnings caused by duplicate keys.
#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings
Change 3619813 by Jurre.deBaare
Baked bones using a pose animation are rotated in the wrong direction
#fix root bone transform wasn't being taken into account while generating final bone transforms
#misc added debug logging for future work
#jira UE-47362
Change 3619830 by Jurre.deBaare
Biased Texture Size option is not functioning when Merging Actors
#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
#misc Found a bug in material rendering if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
#jira UE-48108
Change 3619859 by Thomas.Sarkanen
Fixed HLOD selection sphere persisting on undo/redo
Removed HLOD selection actors when the outliner is refreshed
#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.
Change 3619871 by Martin.Wilson
Calculate root motion over the correct segment times, not the track times
#jira UE-43719
Change 3619898 by Thomas.Sarkanen
Improve UI feedback around bounds/in-game bounds in animation editor viewports
Tooltip for in-game bounds is now more detailed
In-game bounds cannot be selected if bounds is not also selected
#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing
Change 3619908 by Thomas.Sarkanen
Fixed tooltip for PhysicsType
#jira UE-48421 - Incorrect tooltip for Physics Type
Change 3620014 by Jurre.deBaare
Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
#misc Also added more delegates to ensure the restriction is up to date
#jira UE-46980
Change 3620104 by Jurre.deBaare
HLOD doesn't support renaming in levels
#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
#jira UE-48072
Change 3620151 by Thomas.Sarkanen
Undo/redo now correctly affects animation preview scene settings
Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc
#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI
Change 3620152 by Thomas.Sarkanen
Exposed LOD menu in PhAT
This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.
#jira UE-47970 - LODs not working in Physics Asset Editor
Change 3620177 by Benn.Gallagher
PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)
Change 3620250 by Jurre.deBaare
HLOD assets left in HLOD folder when clusters are deleted
#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
#jira UE-47450
Change 3620273 by James.Golding
PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
#jira UE-48530
Change 3620274 by James.Golding
PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
#jira UE-48531
Change 3620275 by James.Golding
Add icon for destruction plugin
Change 3620401 by Ethan.Geller
#jira UE-47684 Remove SDL dependencies from Win64
Change 3620586 by Jurre.deBaare
Linux CIS fix
Change 3620660 by Martin.Wilson
Fixes for state machines getting reinitialized in situations that users don't want them to.
-Added option to state machine to allow it to skip reinitialization when it becomes relevant
-Added option to slot nodes to keep source pose relevant while montage slot is playing.
#jira UE-43578
Change 3620665 by Aaron.McLeran
Making source buses only show relevant source bus data.
- hiding sound wave categories that aren't relevant to source buses
Change 3621087 by Ethan.Geller
#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.
Change 3621144 by Aaron.McLeran
#jira UE-49147
#jira UE-49145
Fixing concurrency and volume stats
Change 3621148 by Aaron.McLeran
Fixing typo
Change 3621180 by Ethan.Geller
#jira UE-49151 Fix for browser preview on bus only sounds
Change 3621421 by Ethan.Geller
#jira UE-49165 Fix real time audio slider.
Change 3621604 by Ethan.Geller
#jira UE-44847 fix iOS panning algorithm on non-audio mixer
Change 3621626 by Lina.Halper
Fix issue with anim montage displaying when selecting animation
#jira: UE-48749
Change 3621813 by Thomas.Sarkanen
Fixing undo/redo of bone modifications in Physics Asset Editor (and others)
Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).
#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work
Change 3621831 by Jurre.deBaare
Crash fix for Material baking when trying to analyse a MP_MAX material property
#jira UE-49172
Change 3621936 by Thomas.Sarkanen
Fixed CIS error from merge
Change 3621937 by Thomas.Sarkanen
Fix merge issue with API change in USynthComponent
Change 3622173 by Thomas.Sarkanen
Fixed ortho viewports being bright white in sub-editors
Preview scenes in general are responsible by default for the background color.
Advanced preview scenes now use background color from settings. Previously only te animation editors did this.
#jira UE-48841 - The background of the orthographic viewports is bright white
Change 3622730 by Ethan.Geller
#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran
Change 3622759 by Ethan.Geller
#jira 49170 reduce static analysis warnings for audiodevice.cpp
Change 3622901 by Benn.Gallagher
Bumped PhysX DDC key after change in Orion caused verify failures
Change 3623458 by Aaron.McLeran
#jira UE-49204 Delores monologue cut short in Odin elevator
Change 3623667 by Aaron.McLeran
#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator
Change 3623752 by Aaron.McLeran
#jira UE-49247 Sound Source Bus Properties Are Inappropriate
Fixing issues with new source bus uobject so properties show up appropriately.
Change 3624058 by Ben.Marsh
Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.
Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.
Change 3624193 by Ethan.Geller
#jira UE-49170 Static analysis fix, take 2
Change 3354003 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3477632 by Jurre.deBaare
Automated test content and ground truths for Actor Merging and Material baking functionality
Change 3491464 by Jurre.deBaare
Updated automation content for MergeActor behaviour
Change 3587878 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3587489
Change 3597452 by Ethan.Geller
#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.
Change 3602935 by Lina.Halper
Allow curve evaluation to be controlled by users
#jira: UE-46446
Change 3606120 by Ethan.Geller
Move Tap Delay Submix to Synthesis library, modify tap delay API
Change 3621830 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691
Change 3622807 by Ethan.Geller
#jira UE-49201 Fixing volume issues
Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.
[CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
const FString TagValue = Asset . GetTagValueRef < FString > ( GET_MEMBER_NAME_CHECKED ( UAnimSequence , AdditiveAnimType ) ) ;
const bool bKnownToBeAdditive = ( ! TagValue . IsEmpty ( ) & & ! TagValue . Equals ( TEXT ( " AAT_None " ) ) ) ;
NodeSpawner - > DefaultMenuSignature . MenuName = GetTitleGivenAssetInfo ( FText : : FromName ( Asset . AssetName ) , bKnownToBeAdditive ) ;
NodeSpawner - > DefaultMenuSignature . Tooltip = GetTitleGivenAssetInfo ( FText : : FromName ( Asset . ObjectPath ) , bKnownToBeAdditive ) ;
2014-09-29 14:31:25 -04:00
ActionRegistrar . AddBlueprintAction ( Asset , NodeSpawner ) ;
2014-09-26 11:31:34 -04:00
}
2014-09-29 14:31:25 -04:00
}
2014-09-26 11:31:34 -04:00
}
bool UAnimGraphNode_SequencePlayer : : IsActionFilteredOut ( class FBlueprintActionFilter const & Filter )
{
bool bIsFilteredOut = false ;
FBlueprintActionContext const & FilterContext = Filter . Context ;
for ( UBlueprint * Blueprint : FilterContext . Blueprints )
{
if ( UAnimBlueprint * AnimBlueprint = Cast < UAnimBlueprint > ( Blueprint ) )
{
if ( Node . Sequence )
{
if ( Node . Sequence - > GetSkeleton ( ) ! = AnimBlueprint - > TargetSkeleton )
{
// Sequence does not use the same skeleton as the Blueprint, cannot use
bIsFilteredOut = true ;
break ;
}
}
else
{
FAssetData SkeletonData ( AnimBlueprint - > TargetSkeleton ) ;
if ( UnloadedSkeletonName ! = SkeletonData . GetExportTextName ( ) )
{
bIsFilteredOut = true ;
break ;
}
}
}
else
{
// Not an animation Blueprint, cannot use
bIsFilteredOut = true ;
break ;
}
}
return bIsFilteredOut ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
EAnimAssetHandlerType UAnimGraphNode_SequencePlayer : : SupportsAssetClass ( const UClass * AssetClass ) const
{
if ( AssetClass - > IsChildOf ( UAnimSequence : : StaticClass ( ) ) | | AssetClass - > IsChildOf ( UAnimComposite : : StaticClass ( ) ) )
{
return EAnimAssetHandlerType : : PrimaryHandler ;
}
else
{
return EAnimAssetHandlerType : : NotSupported ;
}
}
2014-03-14 14:13:41 -04:00
void UAnimGraphNode_SequencePlayer : : ValidateAnimNodeDuringCompilation ( class USkeleton * ForSkeleton , class FCompilerResultsLog & MessageLog )
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 4062005)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 4005617 by Danny.Bouimad
Fixing TM-AnimPhys lighting so it works on all platforms
#jira UEENGQA-19924
Change 4014898 by Aaron.McLeran
Adding simple delay feature
Change 4025071 by Lina.Halper
Fix and more potential fix for invalid bone index issue
http://crashreporter/Buggs/Show/2052839
http://crashreporter/Crashes/Show/46656562
#jira: UE-51931
Change 4042493 by Lina.Halper
Fix issue with sequence evaluator to handle properly when jumps from end to front or front to end
#jira: UE-58429
Change 4042892 by Lina.Halper
Fix issue with being able to drag/drop montage onto anim track in sequencer
#jira: UE-57863
Change 4043553 by Ethan.Geller
#jira UE-58340 Handle calls to FVoiceCaptureWindows::GetVoiceData outside of existing data calls. #rb none
Change 4043613 by Lina.Halper
Fix issue with incorrect usage of staticclass
#jira: UE-54413
Change 4044069 by James.Golding
PR #4455: Add FAnimNode_StateMachine subclassing support. (Contributed by redfeatherplusplus)
#jira UE-54599
Change 4044070 by James.Golding
PR #4349: Final points on a line test were broken, changed Plane.PlaneDot to FM. (Contributed by DSDambuster)
#jira UE-53554
Change 4044072 by James.Golding
Add ENGINE_API to UPhysicsHandleComponent so it can be subclassed
#jira UE-56397
Change 4044073 by James.Golding
PR #4611: Expose a few API's so it's possible to make custom anim graph nodes using these objects. (Contributed by ill)
#jira UE-57004
Change 4044075 by James.Golding
PR #4618: Bugfix: typo in path for CustomMeshComponent (case error) (Contributed by malavon)
#jira UE-57077
Change 4044077 by James.Golding
Add ClassGroup to some components
#jira UE-57587, UE-57609
Change 4044080 by James.Golding
PR #4515: Adding API export macro to ACableActor (Contributed by maxtunel)
#jira UE-55515
Change 4044082 by James.Golding
Remove unused CopySkinnedModelData function
#jira UE-57623
Change 4044083 by James.Golding
Fix per-poly collision for skel meshes. Make sure to call UpdateKinematicBonesToAnim if bEnablePerPolyCollision is set, even if no bodies
Integration of CL 3971421 from Release-4.19 stream
#jira UE-56405
Change 4044084 by James.Golding
Add option to preview 'fixed bounds' in SkelMesh editors.
Change 4044086 by James.Golding
Remove unused RigidInfluenceIndex from CPU skinning code
Change 4044310 by James.Golding
Roll back changes to make PhysX cool fails a log instead of warning (CL 3995372, UE-56466), now that content is fixed
Change 4044416 by Lina.Halper
Provide BP interface to get curve list of names
#jira: UE-52623
Change 4044419 by Lina.Halper
added notification for updating pose asset
#jira: UE-56233
Change 4046929 by Ethan.Geller
#jira none add my developer folder to QAGame. #fyi dan.reynolds
Change 4047064 by Ethan.Geller
[Dev-AnimPhys] #jira UE-57890 add additional binaries for Steam Audio to LibPhonon.Build.cs. #rb none
Change 4047564 by Lina.Halper
Fix issue of not regenerating when reimport mesh
#jira: UE-58284
Change 4047630 by Ethan.Geller
Fix syntax error in libPhonon. #jira none #rb none
Change 4048050 by Thomas.Sarkanen
Allowed "Follow Bone" to be popped out of the menu into the viewport
This allows for quick re-selection of the bone to follow, avoiding multiple clicks
Tweaks and extends the "pinned command list" system to allow dynamic text in labels and labels to be hidden.
#jira UE-53070 - Follow bone - Follow selected bone
Change 4048064 by Thomas.Sarkanen
Validate any bone references during compilation
Bone references that are set to something other than NAME_None will be verified against the skeleton.
Updated various anim nodes to call the base class ValidateAnimNodeDuringCompilation
#jira UE-55680 - Anim graph nodes that use FBoneReference all need validation in ValidateAnimNodeDuringCompilation
Change 4048468 by James.Golding
PR #4319: Allow UAnimNotify_PlayMontageNotify to be inherited by other dlls (Contributed by DSDambuster)
#jira UE-53390
Change 4048470 by James.Golding
Implement ApplyWorldOffset to CableComponent, to handle origin shifting
#jira UE-53560
Change 4048471 by James.Golding
PR #4396: fix cachebones for subclasses of FAnimNode_SkeletalControlBase (Contributed by tmiv)
#jira UE-53799
Change 4048474 by James.Golding
PR #4423: Rename confusing argument in LineBoxIntersection (Contributed by Hybrid0)
#jira UE-54145
Change 4048485 by James.Golding
Fix compile error display from PoseDriver node
#jira UE-58306
Change 4048489 by James.Golding
Finish support for ProceduralMeshComponent supporting multiple UV channels
#jira UE-54049
Change 4048678 by Thomas.Sarkanen
Allowing blend space samples to be optionally moved off-grid
Grid samples are now each optionally snapped.
#jira UE-56116 - Allow blend spaces to optionally use off-grid sample points
Change 4048773 by Lina.Halper
Support pose factory with name input
#jira: UE-55859
Change 4048844 by David.Hill
Material Proxy Settings
Updating the max on the material proxy texture size - old value could cause int32 overflow.
#jira: UE-55441
Change 4049464 by Lina.Halper
update curve is expensive, and we're doing multiple times with same curve sets. I'm changing it so that it only updates main, and copy from main instance to sub/post.
#jira: UE-58459
Change 4050939 by Aaron.McLeran
PR #4649: Activated reverbs will now take priority when world settings are used (i.e. no volume proxy is in use) (Contributed by Brandon-Wilson)
#jira UE-57546
Change 4050954 by Aaron.McLeran
PR #4594: Added class type to allow inherited versions of UAudioComponents to be created (Contributed by korypostma)
#jira UE-56454
Change 4050960 by Aaron.McLeran
Attempt to fix linux build.
Change 4051247 by James.Golding
Fix ProcMeshComp UpdateSection not copying all UV sets
Add test case for ProcMeshComp with multiple UVs
#jira UE-54049
Change 4051250 by James.Golding
Add bUseHighPrecisionTangentBasis option to SkeletalMesh
Change SkeletalMesh source data to store tangents at higher precision
#jira UE-58525
Change 4051616 by Thomas.Sarkanen
Mass scale is no longer incorrectly clamped
This now allows mass scales below 0.01 and above 100.
#jira UE-49572 - MassScale has some edge cases for skeletal mesh component and small numbers
Change 4051619 by Thomas.Sarkanen
Fixed notify drag/drop on high DPI displays
#jira UE-55690 - Animation Notifies Do Not Move Past the Center of Timeline On a High DPI Display
Change 4051626 by Thomas.Sarkanen
Fix anim dynamics debug rendering
#jira UE-53902 - Anim Dynamics node is missing wireframe simulation box in preview
#jira UE-57983 - GitHub 4674 : UE-57910 Fix the angular limits display issue while selecting the AnimDynamics node
Change 4051628 by Thomas.Sarkanen
Constraints and bodies now rotate in their own local space in the physics asset editor
When local coordinate system is applied
#jira UE-50345 - rotating constraints or bodies in Phat with local axis
Change 4051634 by Thomas.Sarkanen
Automatic rules for state transitions are now shown in tooltips
#jira UE-57689 - Animation State Machine Transitions that use bAutomaticRuleBasedOnSequencePlayerInState, should indicate that in the transition
Change 4051636 by Thomas.Sarkanen
NotifyTriggerChance is now hidden for nodify states as it has no effect
#jira UE-55351 - NotifyTriggerChance should be grayed out for UAnimNotifyState
Change 4051669 by Thomas.Sarkanen
Fixed accidental operation of pinned commands when closing them
#jira UE-54051 - Unpinning settings will toggle the next setting
Change 4051671 by Thomas.Sarkanen
Fix crash importing skeletal mesh with no vertices
Not a fix for the jira, but found while investigating
#jira UE-56330 - FBX Files Do Not Import After Using the Facial Anim Importer Unless Project is Reopened
Change 4051684 by James.Golding
Fix high precision tangents when CPU skinning and mesh merging
Remember bExistingUseHighPrecisionTangentBasis when re-importing SkelMesh
#jira UE-58525
Change 4051686 by James.Golding
PR #4297: Output animation name with ensure() - useful when debugging (Contributed by DSDambuster)
#jira UE-53259
Change 4051801 by Jurre.deBaare
A BlendSpace that puts the same asset on samples can stop its own animation on Switch
#fix Ensure that we don't cause divide-by-zero situations when sampling blendspace data
#jira UE-54030
Change 4051806 by Jurre.deBaare
Fix geometry cache reimport + serialization issues
Change 4051807 by Jurre.deBaare
Currently, it's not possible to assigned a material to a Geometry Cache .uasset
#fix EditAnywhere rather than VisibleAnywhere
#jira UE-58212
Change 4051809 by Jurre.deBaare
GeomCache: Crash/Bug: When importing file
#fix Ensure that we have a valid first frame when trying to import a sequence, if not error-out
#jira UE-58285
Change 4051813 by Jurre.deBaare
GeomCache: Bug: Normals Broken
#jira UE-58287
GeomCache - Normals are Bad on Import
#jira UE-58283
#fix ensure that we triangulate mesh attributes when necessary
#misc per-attribute indices check
Change 4051816 by Jurre.deBaare
Alembic QOL
- Fix issue with reimport object flags not being applied
- Now also store sampling data as part of Alembic asset import data
Change 4051817 by Jurre.deBaare
PR #4550: Fixes bug where "Merge Actors" or HLOD proxies result in too many mesh sections (Contributed by trond)
#fix Integrated pull-request in different form
#jira UE-55976
Change 4051818 by Jurre.deBaare
Emissive isn't baked correctly in TM-MeshbakeMap
#fix ensure that we OR and Max the material flags and emissive scale
#jira UE-54889
Change 4051819 by Jurre.deBaare
Crash on project load when GeometryCache plugin is disabled
#fix No longer force-load the geometry cache module as it was moved to be a plugin
#jira UE-57875
Change 4051820 by Jurre.deBaare
CLONE - Editor crash when Propagating Vertex Colors to Asset's source mesh
#fix IsValidIndex check
#jira UE-57127
Vertex painting
Change 4051828 by Jurre.deBaare
Merging negative-scaled actors breaks materials
#fix Make sure we also reverse the section indices when a static mesh has a mirrored transform
#jira UE-56953
Change 4051834 by Jurre.deBaare
Unclear warnings when generating clusters in persistent level when sublevels have HLOD disabled
#fix improved warning text + added uobject link to level in content browser
#jira UE-55734
Change 4051993 by Jurre.deBaare
Update Alembic automated test ground truth
#jira none
Change 4052937 by James.Golding
Remove now-unused version (merged change to skel source data from Main instead)
Change 4053291 by Aaron.McLeran
Fix for CIS
#jira none
Change 4053375 by Aaron.McLeran
#jira UE-58716 Allow ability to bypass volume-weighting with using sound wave priority
Change 4057170 by Thomas.Sarkanen
Fix shadow variable warning
#jira UE-58806 - Linux: Shadow Variable Warnings building Editor - PhysicsAssetEditorEditMode.cpp
Change 4057653 by Lina.Halper
Fix the issue with showing same item multiple times when opening control rig blueprint many times
#jira: UE-58107
Change 4057701 by Jurre.deBaare
//UE4/Dev-AnimPhys - Step 'Run Automated Tests' has completed with 13 Errors
#fix reupdate alembic ground truths, little bit of a weird state
#jira UE-58818
Change 4057710 by Ethan.Geller
[Dev-AnimPhys] #jira UE-58004 Early exit if finish was called before StartSubmixRecording. #rb Aaron.McLeran
Change 4059295 by Ethan.Geller
#jira UE-58004 Reduce logs from fatal to error, fix serialize crash. #rb aaron.mcleran
Change 4061061 by Aaron.McLeran
Fixing animphys build from recent merge from main.
#jira UE-58909
Change 4053154 by Aaron.McLeran
#jira UE-58708 Fix to mic component to reduce clicks/pops on mic input.
Fix was to simplify the way audio is copied from mic input. This change was used on the GDC demo floor for a number of features.
[CL 4062611 by Aaron McLeran in Main branch]
2018-05-09 18:45:58 -04:00
Super : : ValidateAnimNodeDuringCompilation ( ForSkeleton , MessageLog ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
UAnimSequenceBase * SequenceToCheck = Node . Sequence ;
UEdGraphPin * SequencePin = FindPin ( GET_MEMBER_NAME_STRING_CHECKED ( FAnimNode_SequencePlayer , Sequence ) ) ;
if ( SequencePin ! = nullptr & & SequenceToCheck = = nullptr )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
SequenceToCheck = Cast < UAnimSequenceBase > ( SequencePin - > DefaultObject ) ;
}
if ( SequenceToCheck = = nullptr )
{
// we may have a connected node
if ( SequencePin = = nullptr | | SequencePin - > LinkedTo . Num ( ) = = 0 )
{
MessageLog . Error ( TEXT ( " @@ references an unknown sequence " ) , this ) ;
}
2014-03-14 14:13:41 -04:00
}
2019-05-16 08:57:13 -04:00
else if ( SupportsAssetClass ( SequenceToCheck - > GetClass ( ) ) = = EAnimAssetHandlerType : : NotSupported )
{
MessageLog . Error ( * FText : : Format ( LOCTEXT ( " UnsupportedAssetError " , " @@ is trying to play a {0} as a sequence, which is not allowed. " ) , SequenceToCheck - > GetClass ( ) - > GetDisplayNameText ( ) ) . ToString ( ) , this ) ;
}
2014-03-14 14:13:41 -04:00
else
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
USkeleton * SeqSkeleton = SequenceToCheck - > GetSkeleton ( ) ;
2014-03-14 14:13:41 -04:00
if ( SeqSkeleton & & // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
! SeqSkeleton - > IsCompatible ( ForSkeleton ) )
{
MessageLog . Error ( TEXT ( " @@ references sequence that uses different skeleton @@ " ) , this , SeqSkeleton ) ;
}
}
}
void UAnimGraphNode_SequencePlayer : : GetContextMenuActions ( const FGraphNodeContextMenuBuilder & Context ) const
{
if ( ! Context . bIsDebugging )
{
// add an option to convert to single frame
Context . MenuBuilder - > BeginSection ( " AnimGraphNodeSequencePlayer " , NSLOCTEXT ( " A3Nodes " , " SequencePlayerHeading " , " Sequence Player " ) ) ;
{
Context . MenuBuilder - > AddMenuEntry ( FGraphEditorCommands : : Get ( ) . OpenRelatedAsset ) ;
Context . MenuBuilder - > AddMenuEntry ( FGraphEditorCommands : : Get ( ) . ConvertToSeqEvaluator ) ;
}
Context . MenuBuilder - > EndSection ( ) ;
}
}
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2962397 on 2016/05/02 by Dmitriy.Dyomin
Fixed: Crash generating LOD for a Landscape
#jira UE-30144
Change 2962367 on 2016/05/01 by Zachary.Wilson
Building lighting on QA-Effects
#jira UE-29618
Change 2962363 on 2016/05/01 by Zachary.Wilson
Updating Reflection Capture Test Content
#jira UE-29618
Change 2962362 on 2016/05/01 by Benjamin.Hyder
Built Lighting in QA-PostProcessing level
#jira UE-29618
Change 2962361 on 2016/05/01 by Zachary.Wilson
Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes.
#jira UE-29618
Change 2962357 on 2016/05/01 by Benjamin.Hyder
Built Lighting for Tm_SceneTexture
#jira UE-29618
Change 2962356 on 2016/05/01 by Benjamin.Hyder
Adding PlayerStart to TM-TranslucencyLghtingMode map
#jira UE-29618
Change 2962351 on 2016/05/01 by Benjamin.Hyder
Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels
#jira UE-29618
Change 2962349 on 2016/05/01 by Benjamin.Hyder
Correcting Planar Reflection in TM-Shadermodels
#Jira UE-29618
Change 2962348 on 2016/05/01 by Benjamin.Hyder
Adding Planar Reflection Test Case content to TM-Shadermodels
#jira UE-29618
Change 2962347 on 2016/05/01 by Zachary.Wilson
Adding testing content for Dual Normal Clfar Coat Material Expression
#jira UE-29618
Change 2962340 on 2016/05/01 by Zachary.Wilson
Adding testing content for engine scalability (WIP)
#jira UE-29618
Change 2962173 on 2016/04/30 by Ben.Marsh
Fix typo.
Change 2962172 on 2016/04/30 by Ben.Marsh
Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB.
#jira UE-30156
Change 2961782 on 2016/04/29 by Mike.Beach
Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel.
#jira UE-30110
Change 2961780 on 2016/04/29 by Mike.Beach
Guarding against interface arrays with null entries (null checking in property editor processing code).
#jira UE-30015
Change 2961580 on 2016/04/29 by Owen.Stupka
#jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2
Change 2961531 on 2016/04/29 by Ryan.Gerleve
Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay.
#jira UE-22047
Change 2961499 on 2016/04/29 by Marc.Audy
Use accessor instead of variable directly.
#jira UE-00000
Change 2961492 on 2016/04/29 by Chris.Babcock
Android Vulkan dynamic loader with fallback to ES2
- works with either NDK r11c+ or VulkanSDK (does not require .so)
#jira UEPLAT-1249
#jira UEMOB-103
#ue4
#android
Change 2961462 on 2016/04/29 by Chris.Babcock
Fix issue with stripping symbols for non-armv7 architectures
#jira UE-30138
#android
#ue4
Change 2961442 on 2016/04/29 by Marc.Audy
Fix undo/redo of attachment between an IWCE and blueprint constructed component not working
#jira UE-28948
Change 2961400 on 2016/04/29 by Samuel.Proctor
Test assets for FiB test cases.
#jira UE-29618
Change 2961382 on 2016/04/29 by Daniel.Lamb
Fix for shadowed variables.
#jira UE-29470
Change 2961319 on 2016/04/29 by mitchell.wilson
#jira UE-29618 - Adding TM-LandscapeFoliage map
Change 2961278 on 2016/04/29 by Chris.Babcock
Fix 64-bit cast
#jira UE-30132
#ue4
#android
Change 2961263 on 2016/04/29 by Daniel.Lamb
Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps.
#jira UE-29470
Change 2961227 on 2016/04/29 by Taizyd.Korambayil
#jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini
Change 2961208 on 2016/04/29 by Nick.Darnell
UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.
#jira UE-29919
Change 2961190 on 2016/04/29 by Nick.Darnell
UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.
#jira UE-29919
Change 2961161 on 2016/04/29 by Gareth.Martin
Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node.
#jira UE-30032
Change 2961109 on 2016/04/29 by Keith.Judge
Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was...
#jira UEPLAT-1288
Change 2961055 on 2016/04/29 by Mike.Beach
Mirroring CL 2961019:
Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues.
#jira UE-29940
Change 2961018 on 2016/04/29 by Rolando.Caloca
UE4.12 - Compile fix for shipping
#jira UE-30096
Change 2960921 on 2016/04/29 by Matthew.Griffin
Updated AutoSDK used by Android so that arm64 will build
Change 2960920 on 2016/04/29 by Martin.Wilson
Missing files from 2960847
#jira ue-25715
Change 2960906 on 2016/04/29 by Peter.Sauerbrei
added more explicit message when the deployment fails due to device not on provision
#jira UE-19875
Change 2960869 on 2016/04/29 by Chris.Bunner
Allow custom material nodes to be used with tessellation outputs.
#jira UE-29586
Change 2960847 on 2016/04/29 by Martin.Wilson
Fix setting incorrect animation assets on anim player nodes.
#jira ue-25715
Change 2960842 on 2016/04/29 by Keith.Judge
Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them.
#jira UEPLAT-1288
Change 2960841 on 2016/04/29 by Keith.Judge
Xbox One - Make temporary buffers last for three frames.
#jira UEPLAT-1288
Change 2960838 on 2016/04/29 by Keith.Judge
Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it.
#jira UEPLAT-1288
Change 2960834 on 2016/04/29 by Keith.Judge
Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs.
#jira UEPLAT-1288
Change 2960829 on 2016/04/29 by Keith.Judge
Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr!
#jira UEPLAT-1288
Change 2960826 on 2016/04/29 by Keith.Judge
Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform.
#jira UEPLAT-1288
Change 2960820 on 2016/04/29 by Keith.Judge
Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform.
#jira UEPLAT-1288
Change 2960819 on 2016/04/29 by Marc.Audy
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
Change 2960817 on 2016/04/29 by Keith.Judge
Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform.
#jira UEPLAT-1288
Change 2960814 on 2016/04/29 by Keith.Judge
Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform.
#jira UEPLAT-1288
Change 2960805 on 2016/04/29 by Keith.Judge
Fix .ini.ini filename issue (duplicated fix from Dev-Platform).
#jira UES-2270
Change 2960797 on 2016/04/29 by Mason.Seay
Deleting asset associated with crashing map, just to be safe (neither are needed anymore)
#jira UE-25215
Change 2960793 on 2016/04/29 by Mason.Seay
Deleting map that's causing a crash
#jira UE-25215
Change 2960774 on 2016/04/29 by Robert.Manuszewski
(temp) Fix for missing packages after cooking.
#jira UE-29876
Change 2960747 on 2016/04/29 by Jurre.deBaare
Mac build fixes
#jira abc-123
Change 2960739 on 2016/04/29 by Benn.Gallagher
Use mesh update mode to update cloth rather than whether or not it was rendered.
#jira UE-25934
Change 2960707 on 2016/04/29 by Jurre.deBaare
HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module)
#jira UE-24378
Change 2960704 on 2016/04/29 by Matthew.Griffin
Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line
Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build
Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now)
Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one
#jira UEB-560
Change 2960694 on 2016/04/29 by Robert.Manuszewski
Log free disk space when DirectoryWatcher's File Cache fails to move a file.
#jira UE-24660
Change 2960687 on 2016/04/29 by Benn.Gallagher
Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook)
#jira UE-30053
Change 2960381 on 2016/04/28 by Chris.Babcock
Handle movie playback not covering full surface
#jira UE-28705
#ue4
#android
Change 2960162 on 2016/04/28 by Ryan.Vance
#jira UE-30099
Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future.
We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency).
Change 2960100 on 2016/04/28 by Andrew.Porter
Removing old sub sequences.
#jira UE-29618
Change 2959962 on 2016/04/28 by Peter.Sauerbrei
fix for enabling InApp purchasing not enabling Online Subsystem IOS
#jira UE-25512
Change 2959937 on 2016/04/28 by Patrick.Donovan
Screen aligned UVs test material for QAGame for testing if they work in VR.
#jira UE-29618
Change 2959914 on 2016/04/28 by Dan.Oconnor
Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959859 on 2016/04/28 by Ryan.Gerleve
Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE.
#jira UE-26634
Change 2959856 on 2016/04/28 by Chris.Babcock
Fix scaling on low-resolution devices in Match3
#jira UE-28706
#ue4
#match3
Change 2959839 on 2016/04/28 by Dan.Oconnor
Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959836 on 2016/04/28 by Dan.Oconnor
Remove unused local variable, found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959829 on 2016/04/28 by Dan.Oconnor
Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959817 on 2016/04/28 by Peter.Sauerbrei
fix for parsing the IOS Device ID
addition of iPhone SE (courtesy davidrpozesky, PR2307)
addition of iPadPro 9.7
#jira UE-21921
Change 2959808 on 2016/04/28 by Nick.Darnell
UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using.
#jira ue-none
Change 2959805 on 2016/04/28 by Chad.Taylor
Merging
//UE4/Dev-VR/Engine/...
to //UE4/Release-4.12/Engine/...
#jira UEBP-188
Change 2959798 on 2016/04/28 by Dan.Oconnor
Manually integrate 2947850, also found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959796 on 2016/04/28 by Aaron.McLeran
Duplicating CL 2959785 from //UE4/Dev-Framework
#jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
#tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing
Change 2959793 on 2016/04/28 by Dan.Oconnor
Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon.
#jira UE-30058
Change 2959739 on 2016/04/28 by Ori.Cohen
Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log.
#JIRA UE-29932
Change 2959709 on 2016/04/28 by Nick.Darnell
Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once.
#jira UE-30087
Change 2959701 on 2016/04/28 by Nick.Darnell
Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied.
#jira UE-30085
Change 2959691 on 2016/04/28 by Nick.Darnell
UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders.
#jira UE-30084
Change 2959678 on 2016/04/28 by mason.seay
Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder.
Also rebuilt lighting on associated test map.
#jira UE-29618
Change 2959514 on 2016/04/28 by Aaron.McLeran
Duplicating CL 2959506 from //UE4/Dev-Framework
#jira UE-30000
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
#tests Playing another looping sound on an audio component will stop the previous looping sound.
Change 2959486 on 2016/04/28 by Bob.Tellez
Duplicating CL#2948431 from //Orion/Dev-General
CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.
#JIRA UE-29625
#tests Ran editor
Change 2959414 on 2016/04/28 by Chad.Taylor
IStereoLayers API and Oculus Rift implementation
#jira UEBP-185
Change 2959395 on 2016/04/28 by Taizyd.Korambayil
#jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings
Change 2959386 on 2016/04/28 by Richard.TalbotWatkin
Replicated from CL 2959360 in //UE4/Dev-Editor/
Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]
Change 2959377 on 2016/04/28 by Matthew.Griffin
Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build
#jira UE-30024
Change 2959367 on 2016/04/28 by Alexis.Matte
#jira OR-20622
make sure LOD import Materials get map with LOD 0 material index
Change 2959302 on 2016/04/28 by Jamie.Dale
Removed invalid assert
#jira UE-30042
Change 2959263 on 2016/04/28 by Peter.Sauerbrei
fix for virtual joysticks showing up on tvOS
removed usage of ES2 define for tvOS
#jira UE-26122
Change 2959235 on 2016/04/28 by Taizyd.Korambayil
#jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings
Change 2959177 on 2016/04/28 by Thomas.Sarkanen
Fixed curve names getting incorrectly duplicated when DuplicateObject was called
Fixes crash when trying to convert curves to metadata after newly importing a sequence.
#jira UE-29988 - Crash when converting custom curve to metadata in persona
Change 2959170 on 2016/04/28 by Taizyd.Korambayil
#jira UE-29683 Resaved Maps to Fix Build Warnings
#jira UE-29685
#jira UE-29679
#jira UE-29684
Change 2959154 on 2016/04/28 by Dan.Bullard
Added Media Player assets and added example to TM-ShaderModels.
#jira UE-29618
Change 2959112 on 2016/04/28 by Jamie.Dale
Fixed a long time IME crash that could happen under certain circumtances
#jira OPP-5607
Change 2959086 on 2016/04/28 by Jamie.Dale
Refreshing the editable text layout now makes sure the layout is up-to-date
This addresses some update issues when the widget is being ticked, but not running a layout pass.
#jira UE-30054
Change 2958927 on 2016/04/28 by Phillip.Kavan
[UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set.
#jira UE-30040
Change 2958730 on 2016/04/28 by Phillip.Kavan
[UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport.
#jira UE-23087
Change 2958566 on 2016/04/27 by Marcus.Wassmer
Fix material preview and PostProcessAmbient
#jira UE-29994
Change 2958459 on 2016/04/27 by mason.seay
Test assets for Sound Class Override
#jira UE-29618
Change 2958399 on 2016/04/27 by Owen.Stupka
#jira UE-29924 Back out CL 2958355, change was in wrong position.
Change 2958395 on 2016/04/27 by Aaron.McLeran
Duplicating CL#2950482 from //UE4/Dev-Framework
#jira FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
#tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates.
Change 2958387 on 2016/04/27 by Aaron.McLeran
Duplicating CL#2954865 from //UE4/Dev-Framework
#jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
#tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device
Change 2958381 on 2016/04/27 by Josh.Adams
- Fixed compile error in IOSDeviceHelperMac.cpp
#lockdown nick.penwarden
#jira UE-30037
Change 2958355 on 2016/04/27 by Owen.Stupka
#jira UE-29924 Fix for UAT issues on Mac.
Change 2958351 on 2016/04/27 by Aaron.McLeran
Duplicating CL#2957953 from //UE4/Dev-Framework
#jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
#tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once
Change 2958344 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings
Change 2958342 on 2016/04/27 by mitchell.wilson
#jira UE-29618 updating shot_002 to fix an issue with snapping.
Change 2958315 on 2016/04/27 by Marc.Audy
No longer use component pooling, but instead spawn Actors for thumbnail display
#jira UE-17453
Change 2958289 on 2016/04/27 by Marc.Audy
Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component
#jira UE-30033
Change 2958280 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29723 Resaved Maps and Audio Files
Change 2958237 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29687 Resaved Some Assets to Fix Build Warnings
Change 2958176 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29701 Resaved Some Assets to Fix Build Warnings
Change 2958172 on 2016/04/27 by Ori.Cohen
Back out changelist 2955134
#JIRA UE-30030
Change 2958121 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29706 Resaved Some Assets to Fix Build Warnings
Change 2958070 on 2016/04/27 by Peter.Sauerbrei
fix for launch on to tvOS from PC
properly filter out tvOS devices when launching to IOS and vice versa
#jira UE-29928
Change 2958029 on 2016/04/27 by Andrew.Rodham
Fixed SMenuAnchor::bIsCollapsedByParent not being respected
#jira UE-30016
Change 2957962 on 2016/04/27 by Alexis.Matte
#jira UE-29984
Pixel inspector crash
Fix the viewport id
Change 2957908 on 2016/04/27 by Andrew.Rodham
Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer
#jira UE-29171
Change 2957880 on 2016/04/27 by Peter.Sauerbrei
fix for metal not being enabled in iOS 8
added some checks for bSupportsResourceOptions in Lock/Unlock
#jira UE-29268
Change 2957860 on 2016/04/27 by Gareth.Martin
Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters
#jira UE-29471
Change 2957833 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings
Change 2957805 on 2016/04/27 by Max.Chen
Sequencer: Fix crash in UMG when a property changes and there's no movie scene.
#jira UE-30008
Change 2957803 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings
Change 2957799 on 2016/04/27 by Max.Chen
Sequencer: Fix visibility track name so that it says "Visibility"
#jira UE-29996
Change 2957777 on 2016/04/27 by Allan.Bentham
Workaround ES31 HQ DoF producing no effect with vulkan rhi.
#jira UE-30006
Change 2957763 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29678 Resaved Maps to Fix Build Errors
Change 2957740 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29628 Resaved Maps to fix Build Warnings
Change 2957713 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29715 Resaved Maps to Fix Build Warnings
Change 2957678 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings
Change 2957627 on 2016/04/27 by Frank.Fella
UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated
#Jira UE-29319
#Jira UE-29321
Change 2957625 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings
Change 2957603 on 2016/04/27 by mitchell.wilson
#jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing
Change 2957577 on 2016/04/27 by Ben.Marsh
EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out.
Change 2957569 on 2016/04/27 by Maciej.Mroz
#jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true
merged from Dev-Blueprints 2957564
Change 2957565 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error
Change 2957558 on 2016/04/27 by Matthew.Griffin
Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files
#jira UE-29899
Change 2957504 on 2016/04/27 by Marc.Audy
Persist component instance data cache through blueprint construction that results in "disaster recovery mode"
#jira UE-20385
Change 2957162 on 2016/04/26 by Dmitriy.Dyomin
Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device
#jira UE-25861
Change 2957117 on 2016/04/26 by Dan.Oconnor
PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi)
Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend
#jira UE-29563
Change 2957057 on 2016/04/26 by Dan.Oconnor
Tweak logic used to make variable nodes more accessible
Motivation was PR#2202 by Lucyberad
#jira UE-28802
Change 2956884 on 2016/04/26 by Jamie.Dale
Removed an assert that can be triggered by certain IMEs
#jira UE-19744
Change 2956876 on 2016/04/26 by Dan.Oconnor
PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays)
#jira UE-29495
Change 2956860 on 2016/04/26 by Max.Preussner
Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973)
#jira: UE-29973
Change 2956801 on 2016/04/26 by Rolando.Caloca
UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues
#jira UE-28140
Change 2956679 on 2016/04/26 by Andrew.Rodham
Editor: Fixed not being able to switch between cinematic/default viewport types
#jira UE-29942
Change 2956674 on 2016/04/26 by James.Fox
Updated Blueprint Bitmask test asset to include Bitwise OR.
#jira UE-29618
Change 2956573 on 2016/04/26 by Rolando.Caloca
UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing
#jira UE-28140
Change 2956572 on 2016/04/26 by Rolando.Caloca
UE4.12 - vk - Added alignment to buffer offsets depending on usage
#jira UE-28140
Change 2956502 on 2016/04/26 by Peter.Sauerbrei
fix for missing particles on iPhone 5 when compiling for size
re-enable compile for size for Match 3
#jira UE-28721
Change 2956445 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29691 Resaved some Animation Assets to Fix Build Warnings
Change 2956382 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings
Change 2956332 on 2016/04/26 by Patrick.Donovan
Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled.
#jira UE-29618
Change 2956301 on 2016/04/26 by Ben.Marsh
Disable notification emails for warnings in Rocket sample builds.
Change 2956264 on 2016/04/26 by Peter.Sauerbrei
fix for binary release generation of bp-only project files for IOS on Mac
#jira UE-29934
Change 2956247 on 2016/04/26 by Jurre.deBaare
Fix for Mac compile
#jira UE-123ABC
Change 2956192 on 2016/04/26 by Jurre.deBaare
- Changed signatures for merging static mesh (LOD index now incorporated in merge data structure)
- Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels)
- Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure
- LightMap Index for merged static meshes is now set correctly
- Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct
- Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc
#jira UE-28319
Change 2956183 on 2016/04/26 by mitchell.wilson
#jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing
Change 2956152 on 2016/04/26 by Lina.Halper
- removed invalid ensure because it doesn't check recursive, it does have different value with validation
#jira : UE-29945
Change 2956034 on 2016/04/26 by Andrew.Rodham
Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present
- This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state
#jira UE-28073
Change 2956002 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29729 Resaved Blueprints to Fix Build Warnings
Change 2955999 on 2016/04/26 by Max.Chen
Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording.
#jira UE-29841
Change 2955983 on 2016/04/26 by Andrew.Rodham
Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project.
#jira UE-29938
Change 2955979 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29728 Resaved Some assets to Fix Build Warnings
Change 2955941 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29730 Resaved Maps to Fix Build Warnings
Change 2955937 on 2016/04/26 by Andrew.Rodham
Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class
- This fixes issues caused by undersiable state being saved into the spawnable defaults
Merged from //UE4/Dev-Sequencer/...@2952610
#jira UE-29774
Change 2955888 on 2016/04/26 by mitchell.wilson
#jira UE-29618 Updating shots for sequencer testing
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
[CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
void UAnimGraphNode_SequencePlayer : : SetAnimationAsset ( UAnimationAsset * Asset )
{
if ( UAnimSequenceBase * Seq = Cast < UAnimSequenceBase > ( Asset ) )
{
Node . Sequence = Seq ;
}
}
2014-03-14 14:13:41 -04:00
void UAnimGraphNode_SequencePlayer : : BakeDataDuringCompilation ( class FCompilerResultsLog & MessageLog )
{
UAnimBlueprint * AnimBlueprint = GetAnimBlueprint ( ) ;
Node . GroupIndex = AnimBlueprint - > FindOrAddGroup ( SyncGroup . GroupName ) ;
Node . GroupRole = SyncGroup . GroupRole ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
void UAnimGraphNode_SequencePlayer : : GetAllAnimationSequencesReferred ( TArray < UAnimationAsset * > & AnimationAssets ) const
2014-03-14 14:13:41 -04:00
{
if ( Node . Sequence )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
HandleAnimReferenceCollection ( Node . Sequence , AnimationAssets ) ;
2014-03-14 14:13:41 -04:00
}
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
void UAnimGraphNode_SequencePlayer : : ReplaceReferredAnimations ( const TMap < UAnimationAsset * , UAnimationAsset * > & AnimAssetReplacementMap )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
HandleAnimReferenceReplacement ( Node . Sequence , AnimAssetReplacementMap ) ;
2014-03-14 14:13:41 -04:00
}
bool UAnimGraphNode_SequencePlayer : : DoesSupportTimeForTransitionGetter ( ) const
{
return true ;
}
UAnimationAsset * UAnimGraphNode_SequencePlayer : : GetAnimationAsset ( ) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
UAnimSequenceBase * Sequence = Node . Sequence ;
UEdGraphPin * SequencePin = FindPin ( GET_MEMBER_NAME_STRING_CHECKED ( FAnimNode_SequencePlayer , Sequence ) ) ;
if ( SequencePin ! = nullptr & & Sequence = = nullptr )
{
Sequence = Cast < UAnimSequenceBase > ( SequencePin - > DefaultObject ) ;
}
return Sequence ;
2014-03-14 14:13:41 -04:00
}
const TCHAR * UAnimGraphNode_SequencePlayer : : GetTimePropertyName ( ) const
{
return TEXT ( " InternalTimeAccumulator " ) ;
}
UScriptStruct * UAnimGraphNode_SequencePlayer : : GetTimePropertyStruct ( ) const
{
return FAnimNode_SequencePlayer : : StaticStruct ( ) ;
}
2018-05-23 21:04:31 -04:00
void UAnimGraphNode_SequencePlayer : : CustomizePinData ( UEdGraphPin * Pin , FName SourcePropertyName , int32 ArrayIndex ) const
{
Super : : CustomizePinData ( Pin , SourcePropertyName , ArrayIndex ) ;
if ( Pin - > PinName = = GET_MEMBER_NAME_STRING_CHECKED ( FAnimNode_SequencePlayer , PlayRate ) )
{
if ( ! Pin - > bHidden )
{
// Draw value for PlayRateBasis if the pin is not exposed
UEdGraphPin * PlayRateBasisPin = FindPin ( GET_MEMBER_NAME_STRING_CHECKED ( FAnimNode_SequencePlayer , PlayRateBasis ) ) ;
if ( ! PlayRateBasisPin | | PlayRateBasisPin - > bHidden )
{
if ( Node . PlayRateBasis ! = 1.f )
{
FFormatNamedArguments Args ;
Args . Add ( TEXT ( " PinFriendlyName " ) , Pin - > PinFriendlyName ) ;
Args . Add ( TEXT ( " PlayRateBasis " ) , FText : : AsNumber ( Node . PlayRateBasis ) ) ;
Pin - > PinFriendlyName = FText : : Format ( LOCTEXT ( " FAnimNode_SequencePlayer_PlayRateBasis_Value " , " ({PinFriendlyName} / {PlayRateBasis}) " ) , Args ) ;
}
}
else // PlayRateBasisPin is visible
{
FFormatNamedArguments Args ;
Args . Add ( TEXT ( " PinFriendlyName " ) , Pin - > PinFriendlyName ) ;
Pin - > PinFriendlyName = FText : : Format ( LOCTEXT ( " FAnimNode_SequencePlayer_PlayRateBasis_Name " , " ({PinFriendlyName} / PlayRateBasis) " ) , Args ) ;
}
Pin - > PinFriendlyName = Node . PlayRateScaleBiasClamp . GetFriendlyName ( Pin - > PinFriendlyName ) ;
}
}
}
void UAnimGraphNode_SequencePlayer : : PostEditChangeProperty ( struct FPropertyChangedEvent & PropertyChangedEvent )
{
const FName PropertyName = ( PropertyChangedEvent . Property ? PropertyChangedEvent . Property - > GetFName ( ) : NAME_None ) ;
// Reconstruct node to show updates to PinFriendlyNames.
if ( ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FAnimNode_SequencePlayer , PlayRateBasis ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputScaleBiasClamp , bMapRange ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputRange , Min ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputRange , Max ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputScaleBiasClamp , Scale ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputScaleBiasClamp , Bias ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputScaleBiasClamp , bClampResult ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputScaleBiasClamp , ClampMin ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputScaleBiasClamp , ClampMax ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputScaleBiasClamp , bInterpResult ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputScaleBiasClamp , InterpSpeedIncreasing ) )
| | ( PropertyName = = GET_MEMBER_NAME_STRING_CHECKED ( FInputScaleBiasClamp , InterpSpeedDecreasing ) ) )
{
ReconstructNode ( ) ;
}
Super : : PostEditChangeProperty ( PropertyChangedEvent ) ;
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# undef LOCTEXT_NAMESPACE