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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
# include "AnimPreviewInstance.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 "Animation/DebugSkelMeshComponent.h"
# include "AnimationRuntime.h"
2014-03-14 14:13:41 -04:00
2014-11-13 17:30:49 -05:00
# if WITH_EDITOR
# include "ScopedTransaction.h"
# endif
# define LOCTEXT_NAMESPACE "AnimPreviewInstance"
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
void FAnimPreviewInstanceProxy : : Initialize ( UAnimInstance * InAnimInstance )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
FAnimSingleNodeInstanceProxy : : Initialize ( InAnimInstance ) ;
2014-03-14 14:13:41 -04:00
2014-11-13 17:30:49 -05:00
bSetKey = false ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
// link up our curve post-process mini-graph
PoseBlendNode . SourcePose . SetLinkNode ( & CurveSource ) ;
CurveSource . SourcePose . SetLinkNode ( & SingleNode ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3252535)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228282 on 2016/12/08 by Aaron.McLeran
Adding ability to fix up existing sound classes
- Utility "soundclassfixup" console command renames sound classes which are packaged inside other sound classes accidentally as new uniquely named packages
- Also removes code which was allowing "NewSoundClass" behavior in sound class graphs to populate with existing sound classes. Instead, it *always* creates a new sound class and warns if the sound class already exists. Connecting existing sound classes is instead going to be done through dragging them into the graph from the content browser or from the sound class node itself.
Change 3228774 on 2016/12/09 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3229036 on 2016/12/09 by Marc.Audy
Remove trivial overrides
Change 3229130 on 2016/12/09 by Aaron.McLeran
Fixing build error.
Moving new code from CL 3228282 into WITH_EDITOR block since it's an editor-only operation
Change 3229412 on 2016/12/09 by Aaron.McLeran
Fixing 7.1 surround sound systems on PC by forcing them to load as 5.1.
- We don't support 7.1 but 7.1 systems should at least behave as good as 5.1
Change 3229782 on 2016/12/09 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level (4.15)
#jira UE-39407
Change 3229842 on 2016/12/09 by Marc.Audy
Missing files for CL# 3229782
Change 3229905 on 2016/12/09 by Marc.Audy
Check Owner has a valid world before tryign to access Scene (4.14.2)
#jira UE-39560
Change 3229961 on 2016/12/09 by Aaron.McLeran
UE-39650 Implementing CL 3229894 in Dev-Framework
Change 3229964 on 2016/12/09 by Aaron.McLeran
Removing redundant loop introduced from integration
Change 3230722 on 2016/12/12 by Lukasz.Furman
fixed vislog macros for recording thick segments
#ue4
Change 3230864 on 2016/12/12 by Lina.Halper
Fix crash with deleting pose
#jira:UE-39584
Change 3230893 on 2016/12/12 by Marc.Audy
Support more default values in UHT for FVector: ForwardVector, RightVector, and single float FVector constructor
Change 3231189 on 2016/12/12 by Ori.Cohen
Added bone name to the physics invalid operation warnings.
Change 3231420 on 2016/12/12 by James.Golding
Support per-component skel mesh weight override
#jira UEFW-240
Change 3231422 on 2016/12/12 by James.Golding
Test map for per-component skin weights
Change 3231491 on 2016/12/12 by James.Golding
Move , FPositionVertexBuffer and FStaticMeshVertexDataInterface into their own headers
Move FStaticMeshVertexBuffer implementation into its own cpp
Change 3231590 on 2016/12/12 by mason.seay
Changed to box collision
Change 3231900 on 2016/12/12 by Aaron.McLeran
Switching to creating new master submixes rather than loading them
Change 3231909 on 2016/12/12 by James.Golding
Fix Mac CIS in StaticMeshVertexBuffer.h
Change 3232157 on 2016/12/13 by Mieszko.Zielinski
Fixed a silly bug in FBlackboardKeySelector::InitSelection resulting in the key selector picking first "ok-ish" value, even if it wasn't matching type filter #UE4
Change 3232162 on 2016/12/13 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Change 3232314 on 2016/12/13 by James.Golding
Another attempt at fixing Mac CIS
Change 3232322 on 2016/12/13 by Lukasz.Furman
fixed order of nav area application and low area filter
#ue4
Change 3232364 on 2016/12/13 by Thomas.Sarkanen
Spline IK node
Added new runtime & graph node to deform bones along a spline. Added edit mode to work with in the BP editor.
Spline is specified within the node using control points. External spline could come later.
Currently very expensive to evaluate as it regenerates the transformed spline and PWLA each frame.
#jira UEFW-249 - Add spline IK node
Change 3232589 on 2016/12/13 by Thomas.Sarkanen
Fixed non-editor builds
Change 3232654 on 2016/12/13 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level (4.15)
#jira UE-39699
Change 3232690 on 2016/12/13 by Martin.Wilson
Remove unused member
Change 3232691 on 2016/12/13 by Martin.Wilson
Virtual bone additions:
1) Rename support
2) Ability to chain virtual bones (Have a virtual bone that is a child of another virtual bone)
#jira UE-39710
Change 3232782 on 2016/12/13 by Danny.Bouimad
Adding Test Content
Change 3232843 on 2016/12/13 by danny.bouimad
More Updates
Change 3232981 on 2016/12/13 by Marc.Audy
Fix CIS issues
Change 3233075 on 2016/12/13 by mason.seay
SplineIK asset for bug report
Change 3233124 on 2016/12/13 by Ori.Cohen
Added mass automation tests.
Change 3233265 on 2016/12/13 by Ben.Marsh
Build: Add support for building Orion and Fortnite precompiled binaries from Dev-Framework.
Change 3233365 on 2016/12/13 by mason.seay
Resaving with non-empty engine version
Change 3233532 on 2016/12/13 by mason.seay
Level blueprint clean up
Change 3233571 on 2016/12/13 by Ben.Marsh
Set up paths for precompiled binaries.
Change 3233601 on 2016/12/13 by Ben.Marsh
Build: Use the code CL rather than latest CL for precompiled binaries.
Change 3234402 on 2016/12/14 by Ori.Cohen
Physics: Fixed line traces not working properly in editor worlds when physics substepping was enabled (UE-36408)
- Substepping relies on interpolating transforms over frames, but only game worlds will be ticked, so we now disallow this feature in non-game worlds.
#jira UE-36408
Change 3234415 on 2016/12/14 by Ori.Cohen
Fix CIS
Change 3234574 on 2016/12/14 by Thomas.Sarkanen
Fix crash when IK chain is inverted
#jira UE-39720 - Crash compiling animation blueprint with Spline IK node
Change 3234882 on 2016/12/14 by Ori.Cohen
Fixed teleport not working for physical animation component
Change 3234971 on 2016/12/14 by Aaron.McLeran
Fix for omni-directional sounds in audio mixer
Change 3235251 on 2016/12/14 by mason.seay
Assets for proposed functional testing
Change 3235492 on 2016/12/14 by Ori.Cohen
Undo previous bad normal fix and remove wheel width compensation. This leads to bad normals when thick tires roll over the edge leading to instability.
#JIRA UE-38710
Change 3236398 on 2016/12/15 by Marc.Audy
(4.15) Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3236413 on 2016/12/15 by Lukasz.Furman
added EQS profiler
#ue4
Change 3236418 on 2016/12/15 by Lukasz.Furman
changed log verbosity in navmesh geometry export function
#jira UE-39809
#3039
Change 3236508 on 2016/12/15 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed
#JIRA UE-39566
Change 3236573 on 2016/12/15 by Ori.Cohen
Fix manipulation tool not working properly with welded components
Change 3236577 on 2016/12/15 by Ori.Cohen
Improve physics asset body creation so that it merges small bones and turns off collision between initially overlapping bodies.
Change 3236580 on 2016/12/15 by Ori.Cohen
Improve mass computation for physics shapes (ignore trimesh which introduces error)
Change 3236581 on 2016/12/15 by Ori.Cohen
Fix incorrect inertia tensor computation for cubes (was being doubled by mistake).
Change 3236809 on 2016/12/15 by Lukasz.Furman
compilation fix: missing headers in EnvQueryManager
Change 3237187 on 2016/12/15 by Lukasz.Furman
compilation fix: missing defines in EnvQueryInstance
Change 3237423 on 2016/12/15 by Aaron.McLeran
Audio mixer: Allow center channel panning as a project setting.
- To better support previous audio engine behavior, allow audio mixer to pan audio to center channel via audio settings.
Change 3237639 on 2016/12/15 by Aaron.McLeran
Audio mixer stat tracking
Change 3237646 on 2016/12/15 by dan.reynolds
MIDI Test Assets:
General MIDITestBP
MPKmini2 Child BP
MPKmini2 Wrap Map
Change 3238148 on 2016/12/16 by Lukasz.Furman
fixed crash in EQS profiler
copy of CL# 3238145
Change 3238708 on 2016/12/16 by Marc.Audy
(4.15) Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3238799 on 2016/12/16 by Lina.Halper
Potential fix + more info on crash on copying curve for WEX
Change 3239559 on 2016/12/19 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans
Change 3239728 on 2016/12/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3239536
Change 3239735 on 2016/12/19 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
Adjust Bot_RandomLocations default health to 100 from 0. This prevents death by hits from non-projectiles.
4.15
#jira UE-39387
Change 3239765 on 2016/12/19 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
4.15
#JIRA UE-39726
Change 3239810 on 2016/12/19 by Marc.Audy
Avoid duplicate GetWorldSettings call
Change 3239826 on 2016/12/19 by Lukasz.Furman
fixed crashes in gameplay debugger's draw delegate handling
copy of 3234768, 3239819
#ue4
Change 3239894 on 2016/12/19 by Richard.Hinckley
Improving UInterface template files for "New C++ Class" feature. We now use GENERATED_BODY macros and don't need an empty constructor in the .cpp file.
Change 3239957 on 2016/12/19 by Aaron.McLeran
UE-39924 Fix for crash when duplicating sound cue assets in content browser
Checking for null before casting
Change 3239983 on 2016/12/19 by Mieszko.Zielinski
Fixed injecting dynamic BTs not as expected when there's more than one injection point #UE4
Change 3240177 on 2016/12/19 by Mieszko.Zielinski
Fix for AI agents hand-placed on levels not getting their PathFollowingComponent.MyNavData set properly #UE4
Change 3240488 on 2016/12/19 by Aaron.McLeran
UE-39924 Fix for crash when duplicating sound cue assets in content browser
More fixes!
Change 3240512 on 2016/12/19 by dan.reynolds
AEOverview Update:
- Created support for single level loads (sub-maps now auto generate lights and a staging platform when loaded individually vs. via AEOverviewMain)
This will allow developers to load single levels functionally without adding lights or other assets to make them work.
Change 3240518 on 2016/12/19 by dan.reynolds
AEOverview Update:
- Added test for Multichannel 2D Reverb
Change 3240875 on 2016/12/20 by mason.seay
Gameplay Tag Functional Tests
Change 3240876 on 2016/12/20 by dan.reynolds
AEOverview Fix
- Fixed miss targeted menu items (updated prefixes)
Change 3240923 on 2016/12/20 by Lukasz.Furman
fixed memory corruption in template A* solver
copy of CL# 3240898
#ue4
Change 3241661 on 2016/12/21 by Thomas.Sarkanen
Fix mesh-customized sockets not showing up by default in 'Active' socket filter mode
#jira UE-39938 - Cannot edit mesh sockets
Change 3241964 on 2016/12/21 by Wes.Hunt
Remove QoSReporter from CrashReportClient
#tests editor debug gpf and verify crash is sent.
Change 3241996 on 2016/12/21 by Wes.Hunt
Add @Owner tags to all analytics events in all our games #jira AN-805
* Added default owners to most events. Tracked down authors of some events.
* Added skeleton docs for many missing locations (just added @Name and @Owner so analytics folks can see the name and who to talk to in the doc webpage).
* verified this checkin contains changes to comments ONLY.
#tests compiled Orion and QAGame.
Change 3242825 on 2016/12/22 by Lukasz.Furman
fixed order of behavior tree execution indices for PIE debugging
#jira UE-39922
Change 3242860 on 2016/12/22 by mason.seay
Functional tests for timer
Change 3243188 on 2016/12/22 by dan.reynolds
AEOverview Update
- Created viewport bookmarks on each sub-map for individual testing consistency
- Updated EQ and Reverb effect parameters to work with new Audio Mixer Effects
Change 3243192 on 2016/12/22 by dan.reynolds
AEOverview Lighting Fix
Change 3243507 on 2016/12/23 by dan.reynolds
AEOverview Moved to Maps\Framework\Audio\
+ redirector clean up, resaves, etc.
Change 3243553 on 2016/12/24 by Aaron.McLeran
Bringing fixes to dev-framework from odin
3240517
3240476
3240473
3240412
3240315
3240220
3240194
Change 3243567 on 2016/12/24 by Aaron.McLeran
Fixing build.
Adding #include for FConfigCacheIni
Change 3244466 on 2017/01/01 by Mieszko.Zielinski
Removed FGameplayDebuggerDebugDrawDelegateHelper::InitDelegateHelper implementation that was failing a check without any explanation or comment #UE4
#jira UE-40069
Change 3244471 on 2017/01/01 by Aaron.McLeran
Bringing fixes to dev-framework from odin
3244469
3244467
3243743
Change 3244639 on 2017/01/03 by Jurre.deBaare
CIS error fix
Change 3244748 on 2017/01/03 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3245338 on 2017/01/03 by Aaron.McLeran
Getting rid of shadowed variable.
Change 3245816 on 2017/01/03 by Aaron.McLeran
Synth component and DSP objects
- New synth component wraps an audio component and procedural sound wave to make generating synthesis much much easier
- Bunch of changes and improvements to DSP objects for real-time synthesis.
- New polyphonic virtual analog synthesizer
Change 3246146 on 2017/01/04 by Ben.Marsh
Move precompiled binaries into the Private-Binaries stream.
Change 3246283 on 2017/01/04 by Marc.Audy
Fix CIS warnings
Change 3246457 on 2017/01/04 by Aaron.McLeran
Fixing static analysis warnings
Change 3246519 on 2017/01/04 by Benn.Gallagher
Fix for serialization mismatch on skeletal mesh source model.
Change 3247193 on 2017/01/04 by Dan.Reynolds
Adding new DSP utility
Change 3247769 on 2017/01/05 by Marc.Audy
Remove inaccurate comment
Change 3248068 on 2017/01/05 by dan.reynolds
AEOverview Fix
- Shortening long path name (Multichannel sub-directories) and fixing up redirectors
Change 3248251 on 2017/01/05 by Jon.Nabozny
Fix uninitialized PropertyColor in BillboardComponent.
Change 3249305 on 2017/01/06 by James.Golding
Fix FColorVertexBuffer copy constructor if source buffer is not initialised
#jira UE-40242
Change 3249639 on 2017/01/06 by Jon.Nabozny
Fix K2Node_CallFunction tool tip generation crash.
#JIRA UE-40307
Change 3249716 on 2017/01/06 by Aaron.McLeran
Minor changes to DSP objects
Deciding on a method to pass parameters from BP to synth components.
Change 3249909 on 2017/01/06 by James.Golding
Change USkinnedMeshComponent::GetSkinWeightBuffer to not require a MeshObject to return valid weight buffer
Make VertInfluencedByActiveBoneTyped not crash if weight buffer is null
#jira UE-40289
Change 3249931 on 2017/01/06 by Aaron.McLeran
Bring CL 3244528 from Odin to Dev-Framework
Change 3250012 on 2017/01/06 by Aaron.McLeran
Changing how synth params work
- Removing base-class parameter getters/setters, removing OnParameterChange virtual function
- Added SynthCommand function to help setting synth params on audio render thread from game thread
- Refactored Synth1Component to use new system
Change 3250084 on 2017/01/06 by Aaron.McLeran
Adding preset struct and adding noise to oscillator
Change 3250257 on 2017/01/07 by Aaron.McLeran
Checking in stub for new synthesis plugin to put synthesis instances.
Change 3250264 on 2017/01/07 by Aaron.McLeran
Moving synthesis code to new synthesis plugin
Change 3250313 on 2017/01/07 by Aaron.McLeran
Fixing CIS static analysis warning on include cycle
Change 3250353 on 2017/01/08 by Aaron.McLeran
Various audio mixer/dsp refinements
-Simplying envelope code to just be a straightforward case statement
-Added sample value lerping code for Amp object to avoid zippering when running at control-rate sample rates
-Changed source manager wrapping code to always set NextFrameIndex to -1 in the edge case of the next being out of range, but current not being out of range. It should always be -1.
-Added a console var to toggle enabling sample checks for tracking down sample bugs
-Added data table row subclass to EpicSynth1Component preset struct
Change 3250382 on 2017/01/08 by Aaron.McLeran
Bringing ODIN-3977 fix to dev-framework
Change 3250435 on 2017/01/08 by Aaron.McLeran
Adding ability to set note durations for synth component
Removing OnNoteOn/OnNoteOff events since derived synth components may or may not deal with notes.
Change 3250443 on 2017/01/08 by Aaron.McLeran
Fixing CIS, removing console variable code.
Change 3250445 on 2017/01/08 by Aaron.McLeran
Attempted fix for crash on existing PIE
Change 3250446 on 2017/01/08 by dan.reynolds
Updated MidiSynthTestBP for new Note On Note Off functions
Change 3250447 on 2017/01/08 by dan.reynolds
MidiListener and MidiSynthTestBP Updated to use Duration argument (MidiListener set default value to -1.0f )
Change 3250455 on 2017/01/08 by Aaron.McLeran
Adding critical section so stopping a source voice and processing source voice can't happen at same time.
Change 3250465 on 2017/01/08 by Aaron.McLeran
Fixing NaNs in sine approximations
Change 3250466 on 2017/01/08 by Aaron.McLeran
Adding new music utility.
- Changing scale indicies to be 1-based (music oriented)
- Adding new function to get chord note from a mode
Change 3250467 on 2017/01/08 by Aaron.McLeran
Undoing change to FastSin parabolic sine approximation
- was not dividing by zero!
Change 3250468 on 2017/01/08 by Aaron.McLeran
Adding ability to get a direct virtual function callback for procedural sound waves
-Using the UE4 delegate function was not safe in the audio rendering thread and would sometimes not actually get called. Switched to a more direct and simple override, avoids some buffer copies and is more simple.
-Updated synth component code to use the new method.
Change 3250470 on 2017/01/08 by Aaron.McLeran
Fixing note on duration
Change 3250479 on 2017/01/08 by Aaron.McLeran
Fixing pan in the amp dsp object
Change 3252179 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
Change 3252498 on 2017/01/10 by Marc.Audy
Fix non-unity compile errors
[CL 3252563 by Marc Audy in Main branch]
2017-01-10 14:09:16 -05:00
FAnimationInitializeContext InitContext ( this ) ;
2017-06-21 10:25:35 -04:00
PoseBlendNode . Initialize_AnyThread ( InitContext ) ;
CurveSource . Initialize_AnyThread ( InitContext ) ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
void FAnimPreviewInstanceProxy : : ResetModifiedBone ( bool bCurveController )
2014-09-12 11:37:36 -04:00
{
2014-11-13 17:30:49 -05:00
TArray < FAnimNode_ModifyBone > & Controllers = ( bCurveController ) ? CurveBoneControllers : BoneControllers ;
Controllers . Empty ( ) ;
2014-09-12 11:37:36 -04:00
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
FAnimNode_ModifyBone * FAnimPreviewInstanceProxy : : FindModifiedBone ( const FName & InBoneName , bool bCurveController )
2014-03-14 14:13:41 -04:00
{
2014-11-13 17:30:49 -05:00
TArray < FAnimNode_ModifyBone > & Controllers = ( bCurveController ) ? CurveBoneControllers : BoneControllers ;
return Controllers . FindByPredicate (
2014-03-14 14:13:41 -04:00
[ InBoneName ] ( const FAnimNode_ModifyBone & InController ) - > bool
2014-11-13 17:30:49 -05:00
{
return InController . BoneToModify . BoneName = = InBoneName ;
}
2014-03-14 14:13:41 -04:00
) ;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3806524) (Part2)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3783110 by Thomas.Sarkanen
Added support for logical negation when copying to array properties in the fast path
#jira UE-52043 - Anim fast path correctly doesn't handle copying to arrays of bools with logical negation
Change 3783112 by Thomas.Sarkanen
Fixed not being able to assign/unassign constraint and physical animation profiles from the context menu
#jira UE-50205 - Constraint cannot be assigned or unassigned from current profile when using "Unassign" from the context menu in the Skeleton Tree and Graph
Change 3783114 by Thomas.Sarkanen
Asset picker now only reports 'picks' on user interactions
In Ocean and other projects with lots of animation assets, the asset picker amortizes its filter queries over a number of frames. This causes the list to temporarily not include the currently selected item, which then gets reported to client code as a 'deselection'. To address this (and to maintain backwards compatibility) I've added a new delegate that gives more context for selections to the SAssetPicker, allowing us to not report selections that are 'Direct'.
#jira UE-46802 - Searching for an animation from the dropdown in persona causes it to instantly close
Change 3783118 by Thomas.Sarkanen
Added inline time/frame settings to notify context menu
#jira UE-45410 - Inline MontageSection/Notify Time Entry
Change 3783122 by Thomas.Sarkanen
Collision Response dropdown is now a checkbox
Added details customization to allow the enum to masquerate as a bool property
#jira UE-47916 - Drop down used for Collision Response enable/disable in Physics Asset Editor
Change 3783183 by Jurre.deBaare
Follow up fix for toggling post processing in the preview scene
Change 3783186 by Jurre.deBaare
Material Baking Options has two Mesh Settings sections
#fix Changed category names for to allow for two distinct categories (would have preferred to merge them, but am limited by the way detailsview handles multiple objects with containing same category)
#jira UE-52645
Change 3783188 by Jurre.deBaare
Duplicating:
"Simplygon Skelmesh "Regenerate" button remains for content that had Lods created in simplygon, even when it's not installed. On regenerating editor crashes - FPersonaMeshDetails::ApplyChanges()
#fix Ensure the regenerate button is disabled when there is no MeshReduction interface available
#jira UE-52641
Change 3783205 by Jurre.deBaare
Bounds are not shown correctly in Persona for imported alembic skeletal mesh
#fix Ensured that we do not add invalid of (0,0,0) bounds to outgoing mesh bounds
#jira UE-49338
Change 3783248 by Jurre.deBaare
Preview Scene Settings window is missing Search bar
#fix changed search bar flag on Details View
#jira UE-50063
Change 3783267 by Jurre.deBaare
Animation Modifiers: GetBonePosesForTime does not create valid data for GetBonePose
#fix changed the way we retrieve bone transforms, now take it directly from the raw data rather than from a pose
#jira UE-52057
Change 3783281 by Jurre.deBaare
Tool Tip issues in Animation Editor Preferences
#fix corrected typos in comments
#jira UE-51338
Change 3783373 by Thomas.Sarkanen
Added error-reporting to the profile name widgets
This means that the effect of renaming profiles the same as an existing one is clear (i.e. we deny it now).
#jira UE-48120 - Renaming Physics profiles the same as existing Physics profiles switches profiles and is confusing
Change 3783438 by Jurre.deBaare
Vertex paint fill tool fills all channels
#fix Ensure that the current channel fill selection in the Mesh Painter is also used for the fill tool, to allow the user masking out certain channels when using fill
#jira UE-49256
Change 3783583 by Thomas.Sarkanen
Correctly return whether a mesh section is shown or not when it has not been edited
This fixes skeletal->static mesh conversion
Change 3783598 by Thomas.Sarkanen
Fix multi-convex generastion for skeletal meshes
Some triangle indices were being missed out of the index buffer, so the mesh that the convex hull was generated from was corrupt. Removing an early-out fixes this.
#jira UE-52529 - Inaccurate Collision is Generated When Using Multi Convex Hull (PhysicsAsset Editor)
Change 3783615 by Jurre.deBaare
OpacityMask/Opacity bug in MeshUtilities
#fix ensured that material baking uses correct texture samples for Opacity Mask property
#misc deprecated all of this functionality as users should be using the MaterialBaking module
#jira UE-52382
Change 3783620 by Martin.Wilson
Fix crash due to oversampling animation during compression
#Jira UE-52713
Change 3783633 by Jurre.deBaare
Fix deprecation warnings on CIS
Change 3783636 by Benn.Gallagher
Fixed non-working tethers in clothing
Fixed clothing config not applying to active simulation after editing
Fixed and re-enabled accurate wind mode
#jira UE-50797, UE-43611
Change 3783637 by Benn.Gallagher
Github PR: Fix world to actor transform bug in anim dynamics
Fixed incorrect Actor-space calculations for simulation transforms and world vector transformations inside AnimDynamics highlighted when testing the above PR
#jira UE-48681
#3929
Change 3783638 by Benn.Gallagher
Fixed UBlendProfile properties not being correctly customized on anim nodes - and animation sequence references not being correctly filtered on anim nodes.
Change 3783660 by Danny.Bouimad
Fixing #UE-40686 Mass TranslatedMass Automated test, instead of decreasing tolrence I changed the content to preserve granularity.
Change 3783974 by Ori.Cohen
Refactor when sync components is called and how we pass the data into plugins. Simplifies how we handle physx data getting invalidated by UE4 during updates.
Also fixed crash when scene query returns a destructible component that's been destroyed, but final apex delete flush hasn't happened yet.
#jira UE-50215
Change 3784112 by Benn.Gallagher
Fixed subinstance nodes inside states failing to correctly create bridge variables on their skeleton class due to not correctly processing subgraphs in the anim blueprint compiler.
#jira UE-51000
Change 3784277 by Martin.Wilson
Fix socket name getting an appended _0
#jira UE-46625
Change 3785589 by Ori.Cohen
Fix cis
Change 3786336 by Martin.Wilson
Pushing skeleton to live link can now take source guid
-Message bus source pushes guid when sending skeleton
Change 3786778 by Martin.Wilson
Added ability for worker thread animation blueprint code to report to Message Log + added additive warning when playing an animation on an additive pose
#jira UE-49780
Change 3786847 by Martin.Wilson
Initialization and delta time for live link retargeter
#Jira UE-52112
Change 3786852 by Lina.Halper
Sequencer blending support
#jira: UE-52183
Change 3786924 by Lina.Halper
PR #4210: FIX: Incorrectly passing an unrelated bool rather than the expected pose ind. (Contributed by ruffenman)
Change 3787114 by Jurre.deBaare
Discrepancy in description of Preview Scene setting and keyboard shortcut
#fix Changed naming of the settings to match the Advanced Preview Scene panel
#jira UE-50060
Change 3787115 by Jurre.deBaare
Animation Editor Preferences do not update the preview scene
#fix Removed unused preference from PersonaOptions
#jira UE-51318
Change 3787117 by Jurre.deBaare
Off-by one error in frame time calculations
#fix Fixed up UAnimSequenceBase::GetTimeAtFrame and UAnimSequenceBase::GetFrameAtTime to return correct frame indices, similar to FAnimationRuntime::GetKeyIndicesFromTime
#jira UE-52037
Change 3787412 by Martin.Wilson
CIS Fix
Change 3787622 by Ethan.Geller
Include Google Resonance SDK.
Change 3787633 by Ethan.Geller
Promote AmibsonicsMixerPtr to FAudioDevice
Change 3788026 by Lina.Halper
Retarget source reference to soft object ptr
#jira: UE-48570
Change 3788252 by Ethan.Geller
Add blueprint functions for Resonance Global Reverb
Change 3788750 by Ethan.Geller
fix single file compile for Resonance plugin
Change 3788763 by Ethan.Geller
include IModularFeatures.h explicitly for incremental build
Change 3789108 by Martin.Wilson
Fix animations with scaled root bone generating incorrect root motion
#jira UE-52088
Change 3789642 by Martin.Wilson
Fix transition nodes from referencing the wrong state node due to non unique node guids being introduced by copy and paste
#jira UE-43891
Change 3790165 by Martin.Wilson
Fix marker sync position not being maintained across instant transitions
#jira UE-21355
Change 3790182 by Ethan.Geller
Final Resonance edits pass.
Change 3790184 by Lina.Halper
Fix issue with crash when montage is streamed out while event is queued.
https://udn.unrealengine.com/questions/404318/anim-montage-queued-montage-event-crash.html
Change 3790207 by dan.reynolds
#UE-50774 Updated AEOverviewReverb to not attempt to destroy Audio Component that has already been destroyed.
Change 3790215 by Martin.Wilson
CIS Fix
Change 3790953 by Ethan.Geller
#jira UE-53023 bypass filters when at max frequency for LPF, DC for HPF
Change 3791832 by Martin.Wilson
Don't load animations for preview tooltip in Persona
#jira UE-52118
Change 3792873 by David.Hill
Fix CIS. Remove timer from proxylod code.
Change 3793251 by David.Hill
ProxyLOD Thirdparty libs build cs files.
Update from ModuleRules.WindowsPlatform to ReadOnlyTargetRules.WindowsPlatform
-- The WindowsPlatform alias is deprecated in 4.18
Change 3793400 by Ethan.Geller
Update Resonance blueprint library to fit google naming conventions
Change 3794097 by Benn.Gallagher
Fixed clothing visualizations no longer functioning
#jira UE-52995
Change 3794250 by Danny.Bouimad
Regenerated ground truth on LODCurveLinkingTest1 and AnimatedCloth, expected change as a result of Ben fixing a bug.
Needed to update Owens cloth settings too.
Should resolve automation test CIS fails
Change 3794352 by David.Hill
ProxyLOD code:
Disable openvdb-centric warnings within the openvdb platform.h file.
C6326: Potential comparison of a constant with another constant
and add annotations
C28251: Inconsistent annotation for 'copysign'
also added a warning suppress for static analysis CA_SUPPRESS(6011) within the proxylod version of the simplifier.
Change 3794786 by Lina.Halper
Pose asset retarget source bug fix
#jira: UE-52429
Change 3794841 by Danny.Bouimad
Hopefully fixes the cloth automation CIS
Change 3795191 by Lina.Halper
Fix build issue
Change 3795486 by Ethan.Geller
re-enable android support for Oculus Audio
Change 3796162 by Danny.Bouimad
Third attempt to fix the cloth CIS error. Hopefuly this will solve it.
Change 3796311 by Martin.Wilson
Remove recompress animation from curve track actions. Allows smoother interaction on animations with slow recompress time.
#jira UE-51740
Change 3796321 by Thomas.Sarkanen
Duplicating CL 3770752 from 4.18:
Prevent crash when generating convex bodies fails
Note: speculative fix as the issue cannot be reproduced locally
#jira UE-52449 - [CrashReport] FPhysicsAssetUtils::CreateFromSkeletalMeshInternal()
Change 3797093 by Danny.Bouimad
Constrant node AnimBP Automated tests
Change 3797384 by Danny.Bouimad
Fixing CIS error caused by automated test lighting issue
Change 3800621 by Thomas.Sarkanen
Fix CIS: Shadowed variable warning
#jira UE-53253 - FMenuBuilder declaration shadows a local variable warning appears when building the editor on Linux
Change 3800690 by Danny.Bouimad
Checking in fix for CIS automation for ConstraintNode, set the screenshot tool to use BaseColor. This should fix the issue with the rendering fuzzyness
Change 3800874 by David.Hill
Clean up static analysis warnings
#jira: UE-53270
Change 3801227 by David.Hill
Allow proxylod to fail gracefully if the input mesh is way too big (e.g. sky sphere)
Added code to automatically compute the correct spatial sampling rate based on the geometry size, also allow the user to override.
#cl: UE-53155
Change 3801228 by David.Hill
UI: Mesh Proxy Dialog re-write. Make this more like MeshMerging, and share some code.
#cl UE-53155, UE-52787, UE-53106
Change 3801319 by Danny.Bouimad
Regenerated all the screen shots for the constraint tests.
Change 3801383 by Ethan.Geller
#jira UE-53311 fix additional #if PLATFORM_WINDOWS guards in Oculus Audio
Change 3801697 by Ethan.Geller
include AudioDevice.h directly to resolve FAudioDevice.
Change 3802180 by David.Hill
This should fix the Incremental UE4Editor Linux build.
Change 3802643 by David.Hill
ProxyLOD UI change. Add limits to the target screen size. They now reflect the values in the old version of the UI and the thirdparty tool.
#CL: UE-53313
Change 3802986 by Ethan.Geller
#jira UE-53330 Change vraudio to explicit library path
Change 3803448 by Danny.Bouimad
disabling constraint tests
Change 3803678 by Danny.Bouimad
#jira UE-53306 Fix
Change 3804333 by Ethan.Geller
#jira UE-53330 fix library paths for iOS on Resonance
Change 3804453 by David.Hill
Fix Shadow warning when compiling UE4Editor on linux:
FlattenedMaterials.
#CL: UE-53349
Change 3804510 by Lina.Halper
CIS warning on shadow vars
#jira: UE-53348, UE-53345
Change 3805451 by Lina.Halper
Fix build issue : Renamed variable -
https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/74095846?stepName=Incremental%20UnrealHeaderTool%20Win64&jobId=8173688&jobName=UE4%20Dev-AnimPhys%20-%20CL%203805429%20-%20Incremental%20Editor%20Win64&tabGroup=diagnosticHeader
Change 3805470 by Lina.Halper
Fix build issue
Change 3806524 by Martin.Wilson
Only use previous frame end position if it is valid for this frame
#jira UE-53414
Change 3792620 by David.Hill
Copying //UE4/Dev-ProxyLOD to Dev-AnimPhys-Minimal (//UE4/Dev-AnimPhys-Minimal)
Adding the ProxyLOD code to AnimPhys.
Change 3796059 by Thomas.Sarkanen
Persona viewport settings are now per-asset editor
This prevnets bone following (etc) being shared by all Persona asset editors
FOV & view type is no longer chared by all Persona asset editors
#jira UE-53005 - Viewport settings like bone following are shared between all animation sub-editors
[CL 3806814 by Marc Audy in Main branch]
2017-12-13 16:02:45 -05:00
void FAnimPreviewInstanceProxy : : SetAnimationAsset ( UAnimationAsset * NewAsset , USkeletalMeshComponent * MeshComponent , bool bIsLooping , float InPlayRate )
{
// reinitialize pose blend node for pose assets
// this is necessary because sometimes in the editor, we add pose then list of pose changes, but
// this node continue use previous information
// @todo: should we initialize all nodes?
if ( NewAsset & & NewAsset - > IsA ( UPoseAsset : : StaticClass ( ) ) )
{
FAnimationInitializeContext Context ( this ) ;
PoseBlendNode . Initialize_AnyThread ( Context ) ;
}
FAnimSingleNodeInstanceProxy : : SetAnimationAsset ( NewAsset , MeshComponent , bIsLooping , InPlayRate ) ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
FAnimNode_ModifyBone & FAnimPreviewInstanceProxy : : ModifyBone ( const FName & InBoneName , bool bCurveController )
2014-03-14 14:13:41 -04:00
{
2014-11-13 17:30:49 -05:00
FAnimNode_ModifyBone * SingleBoneController = FindModifiedBone ( InBoneName , bCurveController ) ;
TArray < FAnimNode_ModifyBone > & Controllers = ( bCurveController ) ? CurveBoneControllers : BoneControllers ;
2014-03-14 14:13:41 -04:00
if ( SingleBoneController = = nullptr )
{
2014-11-13 17:30:49 -05:00
int32 NewIndex = Controllers . Add ( FAnimNode_ModifyBone ( ) ) ;
SingleBoneController = & Controllers [ NewIndex ] ;
2014-03-14 14:13:41 -04:00
}
SingleBoneController - > BoneToModify . BoneName = InBoneName ;
2014-11-13 17:30:49 -05:00
if ( bCurveController )
{
SingleBoneController - > TranslationMode = BMM_Additive ;
SingleBoneController - > TranslationSpace = BCS_BoneSpace ;
2014-03-14 14:13:41 -04:00
2014-11-13 17:30:49 -05:00
SingleBoneController - > RotationMode = BMM_Additive ;
SingleBoneController - > RotationSpace = BCS_BoneSpace ;
SingleBoneController - > ScaleMode = BMM_Additive ;
SingleBoneController - > ScaleSpace = BCS_BoneSpace ;
}
else
{
SingleBoneController - > TranslationMode = BMM_Replace ;
SingleBoneController - > TranslationSpace = BCS_BoneSpace ;
SingleBoneController - > RotationMode = BMM_Replace ;
SingleBoneController - > RotationSpace = BCS_BoneSpace ;
SingleBoneController - > ScaleMode = BMM_Replace ;
SingleBoneController - > ScaleSpace = BCS_BoneSpace ;
}
2014-03-14 14:13:41 -04:00
return * SingleBoneController ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
void FAnimPreviewInstanceProxy : : RemoveBoneModification ( const FName & InBoneName , bool bCurveController )
2014-03-14 14:13:41 -04:00
{
2014-11-13 17:30:49 -05:00
TArray < FAnimNode_ModifyBone > & Controllers = ( bCurveController ) ? CurveBoneControllers : BoneControllers ;
Controllers . RemoveAll (
2014-03-14 14:13:41 -04:00
[ InBoneName ] ( const FAnimNode_ModifyBone & InController )
2014-11-13 17:30:49 -05:00
{
return InController . BoneToModify . BoneName = = InBoneName ;
}
2014-03-14 14:13:41 -04:00
) ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
void FAnimPreviewInstanceProxy : : Update ( float DeltaSeconds )
2014-09-12 11:37:36 -04:00
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
// we cant update on a worker thread here because of the key delegate needing to be fired
check ( IsInGameThread ( ) ) ;
2014-09-12 11:37:36 -04:00
# if WITH_EDITORONLY_DATA
if ( bForceRetargetBasePose )
{
// nothing to be done here
return ;
}
# endif // #if WITH_EDITORONLY_DATA
2017-05-24 14:14:53 -04:00
if ( CopyPoseNode . SourceMeshComponent . IsValid ( ) )
{
FAnimationUpdateContext UpdateContext ( this , DeltaSeconds ) ;
2017-06-21 10:25:35 -04:00
CopyPoseNode . Update_AnyThread ( UpdateContext ) ;
2017-05-24 14:14:53 -04:00
}
else if ( UPoseAsset * PoseAsset = Cast < UPoseAsset > ( CurrentAsset ) )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
{
PoseBlendNode . PoseAsset = PoseAsset ;
FAnimationUpdateContext UpdateContext ( this , DeltaSeconds ) ;
2017-06-21 10:25:35 -04:00
PoseBlendNode . Update_AnyThread ( UpdateContext ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
}
else
{
FAnimSingleNodeInstanceProxy : : Update ( DeltaSeconds ) ;
}
}
void FAnimPreviewInstanceProxy : : PreUpdate ( UAnimInstance * InAnimInstance , float DeltaSeconds )
{
FAnimSingleNodeInstanceProxy : : PreUpdate ( InAnimInstance , DeltaSeconds ) ;
2019-01-11 10:32:28 -05:00
if ( CopyPoseNode . SourceMeshComponent . IsValid ( ) )
{
CopyPoseNode . PreUpdate ( InAnimInstance ) ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
if ( ! bForceRetargetBasePose )
{
CurveSource . PreUpdate ( InAnimInstance ) ;
}
2014-09-12 11:37:36 -04:00
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
bool FAnimPreviewInstanceProxy : : Evaluate ( FPoseContext & Output )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
// we cant evaluate on a worker thread here because of the key delegate needing to be fired
check ( IsInGameThread ( ) ) ;
2017-05-24 14:14:53 -04:00
if ( CopyPoseNode . SourceMeshComponent . IsValid ( ) )
2014-09-12 11:37:36 -04:00
{
2017-06-21 10:25:35 -04:00
CopyPoseNode . Evaluate_AnyThread ( Output ) ;
2014-09-12 11:37:36 -04:00
}
else
{
2017-05-24 14:14:53 -04:00
# if WITH_EDITORONLY_DATA
if ( bForceRetargetBasePose )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
{
2017-05-24 14:14:53 -04:00
USkeletalMeshComponent * MeshComponent = Output . AnimInstanceProxy - > GetSkelMeshComponent ( ) ;
if ( MeshComponent & & MeshComponent - > SkeletalMesh )
{
FAnimationRuntime : : FillWithRetargetBaseRefPose ( Output . Pose , GetSkelMeshComponent ( ) - > SkeletalMesh ) ;
}
else
{
// ideally we'll return just ref pose, but not sure if this will work with LODs
Output . Pose . ResetToRefPose ( ) ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
}
else
2017-05-24 14:14:53 -04:00
# endif // #if WITH_EDITORONLY_DATA
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
{
2017-05-24 14:14:53 -04:00
if ( UPoseAsset * PoseAsset = Cast < UPoseAsset > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
2017-06-21 10:25:35 -04:00
PoseBlendNode . Evaluate_AnyThread ( Output ) ;
2014-03-14 14:13:41 -04:00
}
2017-05-24 14:14:53 -04:00
else
2014-11-13 17:30:49 -05:00
{
2017-05-24 14:14:53 -04:00
FAnimSingleNodeInstanceProxy : : Evaluate ( Output ) ;
2014-11-13 17:30:49 -05:00
}
}
2014-03-14 14:13:41 -04:00
2017-05-24 14:14:53 -04:00
if ( bEnableControllers )
2014-11-13 17:30:49 -05:00
{
2017-05-24 14:14:53 -04:00
UDebugSkelMeshComponent * Component = Cast < UDebugSkelMeshComponent > ( GetSkelMeshComponent ( ) ) ;
if ( Component )
{
// update curve controllers
UpdateCurveController ( ) ;
// create bone controllers from
if ( BoneControllers . Num ( ) > 0 | | CurveBoneControllers . Num ( ) > 0 )
{
FPoseContext PreController ( Output ) , PostController ( Output ) ;
// if set key is true, we should save pre controller local space transform
// so that we can calculate the delta correctly
if ( bSetKey )
{
PreController = Output ;
}
FComponentSpacePoseContext ComponentSpacePoseContext ( Output . AnimInstanceProxy ) ;
ComponentSpacePoseContext . Pose . InitPose ( Output . Pose ) ;
// apply curve data first
ApplyBoneControllers ( CurveBoneControllers , ComponentSpacePoseContext ) ;
// and now apply bone controllers data
// it is possible they can be overlapping, but then bone controllers will overwrite
ApplyBoneControllers ( BoneControllers , ComponentSpacePoseContext ) ;
// convert back to local @todo check this
2019-01-25 11:48:55 -05:00
FCSPose < FCompactPose > : : ConvertComponentPosesToLocalPoses ( ComponentSpacePoseContext . Pose , Output . Pose ) ;
2017-05-24 14:14:53 -04:00
if ( bSetKey )
{
// now we have post controller, and calculate delta now
PostController = Output ;
SetKeyImplementation ( PreController . Pose , PostController . Pose ) ;
}
}
// if any other bone is selected, still go for set key even if nothing changed
else if ( Component - > BonesOfInterest . Num ( ) > 0 )
{
if ( bSetKey )
{
// in this case, pose is same
SetKeyImplementation ( Output . Pose , Output . Pose ) ;
}
}
}
// we should unset here, just in case somebody clicks the key when it's not valid
if ( bSetKey )
{
bSetKey = false ;
}
2014-03-14 14:13:41 -04:00
}
}
return true ;
}
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
void FAnimPreviewInstanceProxy : : RefreshCurveBoneControllers ( UAnimationAsset * AssetToRefreshFrom )
2014-11-13 17:30:49 -05:00
{
// go through all curves and see if it has Transform Curve
// if so, find what bone that belong to and create BoneMOdifier for them
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
check ( ! CurrentAsset | | CurrentAsset = = AssetToRefreshFrom ) ;
UAnimSequence * CurrentSequence = Cast < UAnimSequence > ( AssetToRefreshFrom ) ;
2014-11-13 17:30:49 -05:00
CurveBoneControllers . Empty ( ) ;
// do not apply if BakedAnimation is on
if ( CurrentSequence )
{
// make sure if this needs source update
if ( ! CurrentSequence - > DoesContainTransformCurves ( ) )
{
return ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
GetRequiredBones ( ) . SetUseSourceData ( true ) ;
2014-11-13 17:30:49 -05:00
TArray < FTransformCurve > & Curves = CurrentSequence - > RawCurveData . TransformCurves ;
2016-06-16 11:54:44 -04:00
USkeleton * MySkeleton = CurrentSequence - > GetSkeleton ( ) ;
2014-11-13 17:30:49 -05:00
for ( auto & Curve : Curves )
{
// skip if disabled
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3207429 on 2016/11/22 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285
Change 3252627 on 2017/01/10 by Lukasz.Furman
removed duplicated entries from visual logger shape rendering
#ue4
Change 3252675 on 2017/01/10 by Ori.Cohen
Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252686 on 2017/01/10 by Ori.Cohen
Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252887 on 2017/01/10 by Dan.Reynolds
Increased modes to include:
Harmonic minor
Melodic minor (going up)
Pentatonic (Major)
Pentatonic (minor)
Whole Tone
Diminished (WH)
and Blues
Change 3252895 on 2017/01/10 by Aaron.McLeran
update to music utilities.
Change 3253060 on 2017/01/10 by Aaron.McLeran
Updates to synthesis plugin and some new features to DSP objects
Change 3253061 on 2017/01/10 by Aaron.McLeran
Updates to music maps
Change 3253078 on 2017/01/10 by Aaron.McLeran
Removing pragma optimization code accidentally checked in
Change 3253110 on 2017/01/10 by Ori.Cohen
First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3253315 on 2017/01/10 by Aaron.McLeran
Fixing a few bugs in DSP objects
- Added a new types file EpicSynth1 and EpicSynth1 component can share enums
Change 3253577 on 2017/01/11 by Aaron.McLeran
Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map
Change 3254052 on 2017/01/11 by Ori.Cohen
Fix build.
Change 3254059 on 2017/01/11 by Ori.Cohen
Turn off html5 trying to build apex.
Change 3254095 on 2017/01/11 by Ori.Cohen
Fix build
Change 3254200 on 2017/01/11 by Jon.Nabozny
Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.
#JIRA UE-40469
Change 3254334 on 2017/01/11 by Marc.Audy
Put in missing virtual
Change 3254397 on 2017/01/11 by dan.reynolds
Updates to OtonOkeMap
Change 3254410 on 2017/01/11 by Marc.Audy
Cleanup autos
Change 3254420 on 2017/01/11 by Marc.Audy
PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)
Modified somewhat, but based on what PR indicated as a problem.
#jira UE-40369
Change 3254423 on 2017/01/11 by Marc.Audy
Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
Remove autos
Change 3254826 on 2017/01/11 by Aaron.McLeran
Bringing optimizations to dev-framework
Change 3254831 on 2017/01/11 by dan.reynolds
Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.
Change 3254833 on 2017/01/11 by dan.reynolds
Updating MidiSynthTestBP's default SynthPreset pan value.
Change 3254851 on 2017/01/11 by dan.reynolds
Updating ES1Bank_Bass
Updating OtonOkeMap
Change 3254854 on 2017/01/11 by Aaron.McLeran
Some fixups for pan modulation
Change 3255682 on 2017/01/12 by aaron.mcleran
Turning the bass down a bit on OtonOkeMap
Change 3255721 on 2017/01/12 by Marc.Audy
Fix spelling error
Change 3255790 on 2017/01/12 by Marc.Audy
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3256263 on 2017/01/12 by Ori.Cohen
Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3256360 on 2017/01/12 by Ori.Cohen
Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)
Change 3256846 on 2017/01/13 by Marc.Audy
Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.
Change 3256954 on 2017/01/13 by Marc.Audy
Fix missed fixup of deprecated constructor use
Change 3257167 on 2017/01/13 by Jon.Nabozny
Fix check in FBodyInstance::SetCollisionEnabled.
Create convenience methods for HasPhysics and HasQuery.
#jira UE-39633
Change 3257181 on 2017/01/13 by Zak.Parrish
Adding input map and some testing content to Xenakis
Change 3257183 on 2017/01/13 by Mieszko.Zielinski
Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4
Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius
#jira UE-40368
Change 3257211 on 2017/01/13 by Jon.Nabozny
Fix CIS issue caused by 3257167.
Change 3257220 on 2017/01/13 by Marc.Audy
Additional FBox constructor deprecation fixups
Change 3257236 on 2017/01/13 by zak.parrish
Fixed error on Xenakis input pawn
Change 3257242 on 2017/01/13 by zak.parrish
Update to InputListener
Change 3257273 on 2017/01/13 by Marc.Audy
No reason to pass simple types by reference
Change 3257418 on 2017/01/13 by Ori.Cohen
Attempt to turn android physx libs back to static libs.
Change 3257445 on 2017/01/13 by Ori.Cohen
Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib
Change 3257903 on 2017/01/14 by Aaron.McLeran
Additions to synth module and updates to dsp objects
- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
- DSP objects define their default depths but patches can override
- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
- Adding a preset bank type so we can store a bank of presets (aka factory presets)
Change 3258179 on 2017/01/15 by Seth.Weedin
Duplicating input test map for some FX work
Change 3258181 on 2017/01/15 by Seth.Weedin
Modify skybox in test map to be dark and spooky
Change 3258183 on 2017/01/15 by aaron.johnson
substituted classes, changed wind speed and adjusted level lighting
Change 3258190 on 2017/01/15 by aaron.johnson
substituted triplet pawn and motion controller classes, enabled grabbing animations
Change 3258191 on 2017/01/15 by Aaron.McLeran
Getting source effects working for GDC demo
- Added new synthesis editor module to create instances of user-created source effects
- Added code to do source effects
- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
- Tweaks and fixes to existing dsp objects to get source effects working
- Modified existing engine code to allow for playing out source effect tails
- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
- Fixed issue of pitching with stereo delay effect on setting first interpolated param
- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
- Deleting some cruft files no longer needed
Change 3258201 on 2017/01/15 by Seth.Weedin
C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none
Change 3258206 on 2017/01/15 by aaron.johnson
map push, triplets interface created, debug widget placed in level
Change 3258222 on 2017/01/15 by Aaron.McLeran
Fixing crash when there's a null entry in the source effect chain
Fixed some zippering introduced by applying volume twice.
Change 3258225 on 2017/01/15 by aaron.johnson
Interface changes, pawn output values wip
Change 3258228 on 2017/01/15 by aaron.johnson
Pawn should be outputting all correct values for Tripletsinterface
Change 3258242 on 2017/01/15 by Stanley.Hayes
Edge lights and Spherical Density Materials
Change 3258251 on 2017/01/16 by Seth.Weedin
More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none
Change 3258284 on 2017/01/16 by Aaron.McLeran
Fixing CIS build error
Surprised that MSVC allows that...
Change 3258525 on 2017/01/16 by Mieszko.Zielinski
Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4
Change 3258537 on 2017/01/16 by Lukasz.Furman
fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
#ue4
Change 3258595 on 2017/01/16 by Marc.Audy
Fix static analysis warning
Change 3259364 on 2017/01/16 by Mieszko.Zielinski
BTTask_RotateToFaceBBEntry comment spelling fix #UE4
#jira UE-40669
Change 3259683 on 2017/01/16 by dan.reynolds
Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started
Change 3260244 on 2017/01/17 by Lina.Halper
#anim
- optimize layer blend node to not create mask weights in run-time but in compile time.
#code review: Martin.Wilson
Change 3260617 on 2017/01/17 by Ori.Cohen
Immediate mode spawns its own actors.
Change 3260701 on 2017/01/17 by Ori.Cohen
Don't bother blending physics with animation when physics is QueryOnly
Change 3260796 on 2017/01/17 by Ori.Cohen
EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.
Change 3261207 on 2017/01/17 by Ori.Cohen
First iteration of contact enabling/disabling for immediate mode.
Change 3262010 on 2017/01/18 by Marc.Audy
Remove some autos
Change 3262525 on 2017/01/18 by Lina.Halper
Fix crash with required bones index not using property indexing
#jira: UE-40786
Change 3263658 on 2017/01/19 by Martin.Wilson
Add AnimTechDemo to dev-framework (base third person + feng mao)
Change 3263684 on 2017/01/19 by Lina.Halper
#anim : layer node - fix allocation change I made by mistake
Change 3264523 on 2017/01/19 by Ori.Cohen
Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order
Change 3264701 on 2017/01/19 by Ori.Cohen
Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors
Change 3264980 on 2017/01/19 by Ori.Cohen
Make sure physics asset collision disabled works in immediate mode.
Change 3265011 on 2017/01/19 by Ori.Cohen
Added the ability to override physics asset for immediate mode
Change 3265030 on 2017/01/19 by Ori.Cohen
Added override gravity for immediate mode.
Change 3265650 on 2017/01/20 by Benn.Gallagher
NvCloth Source
Change 3265652 on 2017/01/20 by Benn.Gallagher
NvCloth Lib
#rnx
Change 3265653 on 2017/01/20 by Benn.Gallagher
NvCloth Bin
#rnx
Change 3266195 on 2017/01/20 by Danny.Bouimad
Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)
Change 3266377 on 2017/01/20 by Marc.Audy
Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.
Change 3267873 on 2017/01/23 by Jon.Nabozny
Fix SceneProxy shadowing in UGeometryCacheComponent.
Change 3268025 on 2017/01/23 by Benn.Gallagher
IWYU change, platform PCH generation seemed to hide this one.
Change 3268026 on 2017/01/23 by Benn.Gallagher
Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
#rnx
Change 3268630 on 2017/01/23 by Zak.Parrish
Updating to add MIGS shooter content, as well as audio interaction Blueprints
Change 3268663 on 2017/01/23 by Ori.Cohen
Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.
Change 3268811 on 2017/01/23 by Ori.Cohen
Added component space sim for immediate mode
Change 3269369 on 2017/01/24 by Benn.Gallagher
Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)
Replaced clothing with new simulation framework
Change 3269417 on 2017/01/24 by danny.bouimad
Minor Update to cloth map for test
Change 3269420 on 2017/01/24 by Benn.Gallagher
Removed APEX simulation from clothing framework (used in testing, not fully complete)
Change 3269421 on 2017/01/24 by danny.bouimad
Small tweaks
Change 3269515 on 2017/01/24 by Lukasz.Furman
enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
fixed GameplayAbility debugger's category not using IAbilitySystemInterface
#ue4
Change 3269595 on 2017/01/24 by mason.seay
Break apart physics asset for crash bug
Change 3269819 on 2017/01/24 by Ori.Cohen
Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.
Change 3270364 on 2017/01/24 by Josh.Stoddard
upgrade to the latest version of v-HACD:
https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
commit: 7a09f9d
NOTE: only updated windows binaries
mac and linux still using old binaries until they can be tested
#jira UE-40124 #rb josh.stoddard
Change 3271188 on 2017/01/25 by Jurre.deBaare
Post-import script support
#jira UEFW-80
Change 3271249 on 2017/01/25 by Thomas.Sarkanen
Move soundwave-internal curve tables to advanced display
Exposing it was confusing to audio people
Change 3271586 on 2017/01/25 by Marc.Audy
Don't rerun construction scripts twice on a level that has been hidden and reshown
#jira UE-40306
Change 3272048 on 2017/01/25 by Ori.Cohen
Fix for immediate mode sim when root body is the same as the root bone.
Change 3272083 on 2017/01/25 by Ori.Cohen
Make sure to warn when component space sim and collision are used together. Also handle it gracefully.
Change 3272300 on 2017/01/25 by Ori.Cohen
Fix incorrect collision generation when a shape's local pose is not identity.
Change 3273195 on 2017/01/26 by Jurre.deBaare
Fix for Anim import script crash in GetBonePosesForTime
Change 3273204 on 2017/01/26 by Ben.Marsh
Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.
Change 3273378 on 2017/01/26 by James.Golding
In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed
Change 3273381 on 2017/01/26 by James.Golding
Big refactor to PoseDriver
- RBF logic now moved into its own class/file
- Allow editing of transform and radial scaling per-target
- Add support for different falloff functions (not just Gaussian)
- Allow driving curves directly, rather than always poses
- Add details customization for pose driver node
- Edits to PoseDriver settings now take immediate effect, don't need to recompile
Change 3273826 on 2017/01/26 by Josh.Stoddard
modify VHACD to improve quality of hulls generated by convex decomposition
NOTE: mac libs not included - mac editor will use legacy libs for now
Change 3273902 on 2017/01/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433
Change 3274018 on 2017/01/26 by Ori.Cohen
Added immediate physics preview in phat.
Change 3274165 on 2017/01/26 by Ori.Cohen
PhAT now depends on immediate mode plugin. Fix build
#JIRA UE-41179
Change 3275001 on 2017/01/27 by Jurre.deBaare
Fix for crash in Persona with Anim Modifiers
Change 3275297 on 2017/01/27 by Ori.Cohen
Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)
Change 3275340 on 2017/01/27 by Benn.Gallagher
Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
#jira UE-41025
#jira UE-41039
Change 3275383 on 2017/01/27 by Benn.Gallagher
Blacklisted double promotion warning on ps4 NvCloth build
#rnx
Change 3275426 on 2017/01/27 by Benn.Gallagher
Removed CUDA dependencies from NvCloth cmake files
Change 3275670 on 2017/01/27 by Ori.Cohen
Fix phat ragdoll in immediate mode updating sketal mesh component transform
Change 3275673 on 2017/01/27 by Ori.Cohen
Add position/velocity iteration to immediate mode
Change 3276001 on 2017/01/27 by Alan.Noon
Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
none
Change 3276596 on 2017/01/28 by Aaron.McLeran
Removing unused #ifdef
Change 3276597 on 2017/01/28 by Aaron.McLeran
Getting rid of static analysis warning
Change 3277354 on 2017/01/30 by Lukasz.Furman
fixed custom navlink Id collisions
#ue4
Change 3277356 on 2017/01/30 by Lukasz.Furman
fixed comments in GameplayDebugger.h
#jira UE-41103
Change 3277371 on 2017/01/30 by mason.seay
Test map for spawn sound/force feedback bug.
Change 3277445 on 2017/01/30 by Lukasz.Furman
fixed compilation warning
#ue4
Change 3277560 on 2017/01/30 by Danny.Bouimad
Made checkin to Fix Crash that occured due to bad content.
Change 3277567 on 2017/01/30 by Ori.Cohen
Fix immediate mode crashing when joint is empty.
#JIRA UE-41026
Change 3277928 on 2017/01/30 by Ori.Cohen
Turn on immediate mode plugin by default
Change 3278433 on 2017/01/30 by Ori.Cohen
Immediate mode supports heightfield collision.
Change 3278449 on 2017/01/30 by Ori.Cohen
Fix immediate mode cache not being initialized properly.
Change 3278787 on 2017/01/31 by James.Golding
Fix CIS error in ImmediatePhysicsSimulation.cpp
Change 3279303 on 2017/01/31 by mason.seay
Assets for RigidBody node bug
Change 3279352 on 2017/01/31 by Benn.Gallagher
Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before
Change 3279377 on 2017/01/31 by Alan.Noon
GDC AnimTech Demo: adjusted minion physics assets
none
Change 3279425 on 2017/01/31 by james.cobbett
Updating QA-Physics map.
Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.
Change 3279436 on 2017/01/31 by Benn.Gallagher
Fixed inertia scales on Owen mesh
Change 3279480 on 2017/01/31 by Benn.Gallagher
Fixes for clothing behavior changes
#jira UE-41092
Change 3279495 on 2017/01/31 by Ori.Cohen
Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.
Change 3279579 on 2017/01/31 by james.cobbett
Added new scenario to QA-Physics map.
Moving platforms (up/down, left/right) with physics objects on them.
Change 3279695 on 2017/01/31 by mason.seay
RigidBody node test asset
Change 3280105 on 2017/01/31 by Ori.Cohen
Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode
Change 3280148 on 2017/01/31 by mason.seay
First round of assets for force feedback testing
Change 3280860 on 2017/02/01 by James.Golding
Merge CL 3280853 to Dev-Framework
Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor
Change 3281172 on 2017/02/01 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156
Change 3281210 on 2017/02/01 by james.cobbett
Updated QA-Physics map
Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.
Change 3281211 on 2017/02/01 by James.Golding
Details customization for editing PoseDriver targets list
Change 3281332 on 2017/02/01 by Marc.Audy
Fix bad merge
Fix file types
Change 3281388 on 2017/02/01 by mason.seay
Updated Force Feedback asset
Change 3281396 on 2017/02/01 by mason.seay
moving asset
Change 3281987 on 2017/02/01 by Benn.Gallagher
Fixed project generation failing after main merge
Change 3282047 on 2017/02/01 by Marc.Audy
Fix up Target and build cs files after changes from Dev-Build
Change 3282214 on 2017/02/01 by Ori.Cohen
Expose radial forces to immediate mode
Change 3282221 on 2017/02/01 by Alan.Noon
Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
none
Change 3282273 on 2017/02/01 by Ori.Cohen
Fix crash when recompiling animbp of immediate mode due to null pointer.
Change 3282368 on 2017/02/01 by Ori.Cohen
Quick iteration on minion demo
Change 3282824 on 2017/02/02 by James.Golding
Fix for CIS in RBFSolver.h
Change 3282829 on 2017/02/02 by James.Golding
Fix CIS in PoseDriverDetails.cpp
Fix list UI not refreshing after copying targets from PoseAsset
Change 3282834 on 2017/02/02 by Danny.Bouimad
Adding Pose driver additive assets
Change 3282863 on 2017/02/02 by James.Golding
Add Mambo mesh and Skeleton
Change 3282892 on 2017/02/02 by James.Golding
Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework
Change 3283157 on 2017/02/02 by Mieszko.Zielinski
Cook Orion Win64 fix #UE4
Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP
Change 3283159 on 2017/02/02 by Marc.Audy
Additional CIS fixes
Change 3283179 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283197 on 2017/02/02 by Jurre.deBaare
Fix for issues importing Fornite geometry cache assets
#fix Use actual import number of frames instead of total number of frames in the Alembic Cache
Change 3283201 on 2017/02/02 by Marc.Audy
Keep fixing CIS
Change 3283270 on 2017/02/02 by James.Golding
Merging CL 3276013 to Dev-Framework
- fix issue with additive pose preview applying twice
Change 3283499 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283543 on 2017/02/02 by Jon.Nabozny
Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.
Change 3283663 on 2017/02/02 by Ori.Cohen
Fix potential null dereference in ragdoll node
Change 3283757 on 2017/02/02 by Marc.Audy
May fix remaining CIS issues
Change 3283984 on 2017/02/02 by Marc.Audy
Fix linux CIS
Change 3284039 on 2017/02/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913
Change 3284067 on 2017/02/02 by Marc.Audy
Fixup mistakes in converting redirects
Change 3284187 on 2017/02/02 by Ori.Cohen
Immediate mode works with radial force (not just radial impulse)
Change 3284358 on 2017/02/02 by Ori.Cohen
Update arcblade phys asset for immediate mode
Change 3284667 on 2017/02/02 by Marc.Audy
Arguments is an array not a string now. Fixing commented out code.
Change 3284684 on 2017/02/02 by Marc.Audy
Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.
Change 3284707 on 2017/02/02 by Marc.Audy
Fix AVIWriter module compilation on Mac
Change 3285012 on 2017/02/03 by Benn.Gallagher
Fixes for Dx NvCloth shader warnings
Change 3285016 on 2017/02/03 by Marc.Audy
Fix missing include
Change 3285048 on 2017/02/03 by Benn.Gallagher
Fixed Persona needing a restart when changing number of clothing assets (import/delete)
#jira UE-41323
Change 3285325 on 2017/02/03 by Marc.Audy
Properly implement AVIWriter module
Change 3285538 on 2017/02/03 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499
Change 3285735 on 2017/02/03 by Jon.Nabozny
Add IsInAir method to UVehicleWheel.
#jira UE-38369
Change 3285862 on 2017/02/03 by Aaron.McLeran
UE-41435 Fixing PIE audio
- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.
Change 3285914 on 2017/02/03 by danny.bouimad
RecomputeTangents Test Assets
Change 3286246 on 2017/02/03 by Mieszko.Zielinski
Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4
#jira UE-41527
#jira UE-41518
Change 3286308 on 2017/02/03 by Ori.Cohen
Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.
#JIRA UE-41529
Change 3286396 on 2017/02/03 by Ori.Cohen
Fix CIS
Change 3286479 on 2017/02/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3287421 on 2017/02/06 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819
Change 3287427 on 2017/02/06 by James.Golding
Fix PoseBlendNode to 'pass through' if no poses are activated
Change 3287430 on 2017/02/06 by James.Golding
- Add support to PoseDriver for evaluating source bone in the space of a different bone
- Fix driven bone adding a scale of 1
- Fix posedriver values 'sticking' (reset all weights to zero each frame)
- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
- Tranlsation targets now draw larger when selected
- 'Copy from pose asset' now also auto-sets radius for you
- Remove spammy warnings for missing poses/curves
- Add UPoseAsset::GetNumTracks and ::GetFullPose
- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)
Change 3287496 on 2017/02/06 by Chad.Garyet
fixing busted quotes around defaultvalues
Change 3287569 on 2017/02/06 by Mieszko.Zielinski
Orion BP fixed after deprecating NavigationSystem's BP API #Orion
Change 3287595 on 2017/02/06 by Benn.Gallagher
BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
Built for new NvCloth upgrade
Change 3287598 on 2017/02/06 by Benn.Gallagher
NvCloth Upgrade to 21604115
Added Linux+Mac support
Change 3287710 on 2017/02/06 by Lukasz.Furman
added option to disable navlink polys at the end of generated paths
#ue4
Change 3287857 on 2017/02/06 by Benn.Gallagher
Fixed NvCloth module files to correctly set up linux and mac hopefully
Change 3287894 on 2017/02/06 by Benn.Gallagher
Another fix to NvCloth build files, didn't get picked up in VS for some reason.
Change 3287917 on 2017/02/06 by Lina.Halper
Copy from CharacterRigging to Dev-Framework
#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham
Change 3287938 on 2017/02/06 by Thomas.Sarkanen
Fix crash opening a media sound wave
#jira UE-41582 - Editor crashes when running Automation test
Change 3287942 on 2017/02/06 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682
Change 3288035 on 2017/02/06 by James.Golding
Remove C++ GameMode and pawn classes (replace with floating BP instead)
Resave anims to remove Orion refs
Add simple AnimBP and map for Mambo testing
Change 3288036 on 2017/02/06 by Benn.Gallagher
Fix to BuildPhysX task to trigger Mac and Linux builds properly
Change 3288125 on 2017/02/06 by Ori.Cohen
Change PhysXCommon back to dylib
Change 3288127 on 2017/02/06 by Benn.Gallagher
Fixed project file identification not working for NvCloth under XCode
Change 3288156 on 2017/02/06 by Benn.Gallagher
Disable "expansion-to-defined" warning in Linux NvCloth builds
Change 3288159 on 2017/02/06 by Lina.Halper
potential compile fix for Ocean Editor
#code review:Thomas.Sarkanen
Change 3288190 on 2017/02/06 by Ori.Cohen
Link against static PhysXCommon for mac
Change 3288200 on 2017/02/06 by Marc.Audy
Fix CIS
Change 3288270 on 2017/02/06 by Lina.Halper
fix compile error
#code review:Thomas.Sarkanen, Marc.Audy
Change 3288302 on 2017/02/06 by Thomas.Sarkanen
Fixed ensure when deselecting bones in anim BP editor
#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint
Change 3288348 on 2017/02/06 by Lina.Halper
- Enabled control rig
- Changed plugin name to be Control Rig
Change 3288490 on 2017/02/06 by Benn.Gallagher
Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.
Change 3288511 on 2017/02/06 by Lina.Halper
compile fix
Change 3288513 on 2017/02/06 by Lina.Halper
Check in content to work with
Change 3288615 on 2017/02/06 by Ori.Cohen
Fix skeletal mesh not simulating when using an aggregate.
#JIRA UE-41593
Change 3288791 on 2017/02/06 by thomas.sarkanen
Exposed transforms to cinematics so they can be animated
Change 3288795 on 2017/02/06 by Ori.Cohen
Fix lock warnings for physx
#JIRA UE-41591
Change 3288817 on 2017/02/06 by Charles.Anderson
GDC Arcblade setup tests.
Change 3288825 on 2017/02/06 by Lina.Halper
Fix build issue of shadow variable
Change 3289058 on 2017/02/06 by Ori.Cohen
Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.
#JIRA UE-41026
Change 3289348 on 2017/02/06 by Lina.Halper
fix compile issue
Change 3289369 on 2017/02/06 by Lina.Halper
Renamed leg control to limb control and will be used for arm/feet.
- changed vars.
- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.
#code review:Thomas.Sakanen
Change 3289422 on 2017/02/06 by Lina.Halper
Fixed IK sinking issue - or moving
#code review:Thomas.Sarkanen
Change 3289433 on 2017/02/06 by Lina.Halper
Fixed real shadow error
Change 3289485 on 2017/02/06 by Lina.Halper
fixed build issue
Change 3289657 on 2017/02/07 by thomas.sarkanen
Added rig bone mapping to Ice's skeletal mesh
Change 3289658 on 2017/02/07 by thomas.sarkanen
Added ControlRig map with Ice setup to pose
Change 3289662 on 2017/02/07 by Thomas.Sarkanen
Fixed up static analysis warning
Change 3289663 on 2017/02/07 by Thomas.Sarkanen
Fixed crash when attempting to bind to skeletal mesh with already-set anim BP
Anim instance may not have actually been created when binding, so dont dereference it
Change 3289717 on 2017/02/07 by Benn.Gallagher
Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory
Change 3289718 on 2017/02/07 by Benn.Gallagher
BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.
Change 3289744 on 2017/02/07 by Benn.Gallagher
Fixed missing masses causing crash initialising clothing actors
#jira UE-41599
Change 3289746 on 2017/02/07 by Danny.Bouimad
Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.
Change 3289756 on 2017/02/07 by danny.bouimad
Changing the asset for JamesG.
Change 3289785 on 2017/02/07 by James.Golding
Replace old PoseDrive test with Danny's new one
Change 3289858 on 2017/02/07 by Lina.Halper
fixed issue with undo transaction buffer
Change 3289860 on 2017/02/07 by Benn.Gallagher
Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
#jira UE-41655
Change 3289912 on 2017/02/07 by Thomas.Sarkanen
Merging using Raven_To_Dev-Framework
Originally from CLs 3249471, 3258522, 3260271, 3273791:
Sequencer: More work supporting array properties more generically
+ fixes
Change 3289962 on 2017/02/07 by James.Golding
Add thickness option to DrawWireDiamond
Change 3289963 on 2017/02/07 by James.Golding
Add spin option to VectorInputBox
Change 3289966 on 2017/02/07 by James.Golding
Add weight bar chart to PoseDriver details
Stop drawing pose weight text in viewport
Fix position targets not drawing larger when selected
Change 3290094 on 2017/02/07 by Thomas.Sarkanen
Fixed typo in filename (fallout from search and replace)
Change 3290119 on 2017/02/07 by Thomas.Sarkanen
Manipulators can now have their IK/FK space set on them
They are not drawn when the space for the chain that they control is not the same as their setting
Also fixed a crash with invalid objects when reloading maps.
Change 3290145 on 2017/02/07 by Thomas.Sarkanen
CIS fix for fallout from Raven changes
#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors
Change 3290319 on 2017/02/07 by Marc.Audy
Make sound player nodes hard reference the assets unless they are in a chain below a quality node.
Change 3290484 on 2017/02/07 by Richard.Hinckley
Fixing grammar in popup messages.
Change 3290533 on 2017/02/07 by Marc.Audy
Make GetAIController BlueprintPure
#jira UE-41654
Change 3290624 on 2017/02/07 by Marc.Audy
Reorder header to avoid include tool warnings
Change 3290697 on 2017/02/07 by Lina.Halper
- support FK manipulator being in local space
- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum
#code review: Thomas.Sarkanen
Change 3290748 on 2017/02/07 by Ori.Cohen
Touch immediate mode file to force physx re-link
Change 3290807 on 2017/02/07 by Richard.Hinckley
#jira UE-39891
Updates to assist in automatic documentation generation.
Change 3290946 on 2017/02/07 by Lina.Halper
Fix issue of notify looping.
#jira: UE-31463
#Code review:Martin.Wilson
Change 3291553 on 2017/02/07 by Lina.Halper
Rename/move file(s)
- modified mesh mapping controller window to be Control Rig
Change 3291571 on 2017/02/07 by Lina.Halper
added set up spine option
#code review:Thomas.Sarkanen
Change 3291581 on 2017/02/07 by Ori.Cohen
Temporarily turn off phat immediate mode preview which crashes.
Change 3291949 on 2017/02/08 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819
Change 3291966 on 2017/02/08 by Lina.Halper
Fix issue with notify looping bug
#jira: UE-31463
Change 3292247 on 2017/02/08 by Marc.Audy
Clean up bad merge caused by Fortnite integration to main
Change 3292326 on 2017/02/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313
Change 3292409 on 2017/02/08 by Marc.Audy
Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.
Change 3292481 on 2017/02/08 by Ori.Cohen
Fix for convex hull cooking (from Josh.S)
#JIRA UE-41656
Change 3292492 on 2017/02/08 by Mieszko.Zielinski
Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite
Change 3292778 on 2017/02/08 by Ori.Cohen
Touch physx DDC key for new cooking.
#JIRA UE-41656
[CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
if ( Curve . GetCurveTypeFlag ( AACF_Disabled ) )
2014-11-13 17:30:49 -05:00
{
continue ;
}
// add bone modifier
2016-06-16 11:54:44 -04:00
FName BoneName = Curve . Name . DisplayName ;
if ( BoneName ! = NAME_None & & MySkeleton - > GetReferenceSkeleton ( ) . FindBoneIndex ( BoneName ) ! = INDEX_NONE )
2014-11-13 17:30:49 -05:00
{
ModifyBone ( BoneName , true ) ;
}
}
}
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
void FAnimPreviewInstanceProxy : : UpdateCurveController ( )
2014-11-13 17:30:49 -05:00
{
// evaluate the curve data first
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
UAnimSequenceBase * CurrentSequence = Cast < UAnimSequenceBase > ( CurrentAsset ) ;
2016-06-16 11:54:44 -04:00
USkeleton * PreviewSkeleton = ( CurrentSequence ) ? CurrentSequence - > GetSkeleton ( ) : nullptr ;
if ( CurrentSequence & & PreviewSkeleton )
2014-11-13 17:30:49 -05:00
{
TMap < FName , FTransform > ActiveCurves ;
2016-06-16 11:54:44 -04:00
CurrentSequence - > RawCurveData . EvaluateTransformCurveData ( PreviewSkeleton , ActiveCurves , GetCurrentTime ( ) , 1.f ) ;
2014-11-13 17:30:49 -05:00
// make sure those curves exists in the bone controller, otherwise problem
if ( ActiveCurves . Num ( ) > 0 )
{
for ( auto & SingleBoneController : CurveBoneControllers )
{
// make sure the curve exists
FName CurveName = SingleBoneController . BoneToModify . BoneName ;
// we should add extra key to front and back whenever animation length changes or so.
// animation length change requires to bake down animation first
// this will make sure all the keys that were embedded at the start/end will automatically be backed to the data
const FTransform * Value = ActiveCurves . Find ( CurveName ) ;
if ( Value )
{
// apply this change
SingleBoneController . Translation = Value - > GetTranslation ( ) ;
SingleBoneController . Scale = Value - > GetScale3D ( ) ;
// sasd we're converting twice
SingleBoneController . Rotation = Value - > GetRotation ( ) . Rotator ( ) ;
}
}
}
else
{
// should match
ensure ( CurveBoneControllers . Num ( ) = = 0 ) ;
CurveBoneControllers . Empty ( ) ;
}
}
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
void FAnimPreviewInstanceProxy : : ApplyBoneControllers ( TArray < FAnimNode_ModifyBone > & InBoneControllers , FComponentSpacePoseContext & ComponentSpacePoseContext )
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
if ( USkeleton * LocalSkeleton = ComponentSpacePoseContext . AnimInstanceProxy - > GetSkeleton ( ) )
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
for ( auto & SingleBoneController : InBoneControllers )
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
TArray < FBoneTransform > BoneTransforms ;
FAnimationCacheBonesContext Proxy ( this ) ;
2017-06-21 10:25:35 -04:00
SingleBoneController . CacheBones_AnyThread ( Proxy ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
if ( SingleBoneController . IsValidToEvaluate ( LocalSkeleton , ComponentSpacePoseContext . Pose . GetPose ( ) . GetBoneContainer ( ) ) )
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
SingleBoneController . EvaluateSkeletalControl_AnyThread ( ComponentSpacePoseContext , BoneTransforms ) ;
if ( BoneTransforms . Num ( ) > 0 )
2016-05-19 19:35:35 -04:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
ComponentSpacePoseContext . Pose . LocalBlendCSBoneTransforms ( BoneTransforms , 1.0f ) ;
2016-05-19 19:35:35 -04:00
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
}
}
}
}
void FAnimPreviewInstanceProxy : : SetKeyImplementation ( const FCompactPose & PreControllerInLocalSpace , const FCompactPose & PostControllerInLocalSpace )
{
# if WITH_EDITOR
// evaluate the curve data first
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
UAnimSequence * CurrentSequence = Cast < UAnimSequence > ( CurrentAsset ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
UDebugSkelMeshComponent * Component = Cast < UDebugSkelMeshComponent > ( GetSkelMeshComponent ( ) ) ;
2016-06-16 11:54:44 -04:00
USkeleton * PreviewSkeleton = ( CurrentSequence ) ? CurrentSequence - > GetSkeleton ( ) : nullptr ;
if ( CurrentSequence & & PreviewSkeleton & & Component & & Component - > SkeletalMesh )
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
{
FScopedTransaction ScopedTransaction ( LOCTEXT ( " SetKey " , " Set Key " ) ) ;
CurrentSequence - > Modify ( true ) ;
GetAnimInstanceObject ( ) - > Modify ( ) ;
TArray < FName > BonesToModify ;
// need to get component transform first. Depending on when this gets called, the transform is not up-to-date.
// first look at the bonecontrollers, and convert each bone controller to transform curve key
// and add new curvebonecontrollers with additive data type
// clear bone controller data
for ( auto & SingleBoneController : BoneControllers )
{
// find bone name, and just get transform of the bone in local space
// and get the additive data
// find if this already exists, then just add curve data only
FName BoneName = SingleBoneController . BoneToModify . BoneName ;
// now convert data
const FMeshPoseBoneIndex MeshBoneIndex ( Component - > GetBoneIndex ( BoneName ) ) ;
const FCompactPoseBoneIndex BoneIndex = GetRequiredBones ( ) . MakeCompactPoseIndex ( MeshBoneIndex ) ;
FTransform LocalTransform = PostControllerInLocalSpace [ BoneIndex ] ;
// now we have LocalTransform and get additive data
FTransform AdditiveTransform = LocalTransform . GetRelativeTransform ( PreControllerInLocalSpace [ BoneIndex ] ) ;
AddKeyToSequence ( CurrentSequence , GetCurrentTime ( ) , BoneName , AdditiveTransform ) ;
BonesToModify . Add ( BoneName ) ;
}
// see if the bone is selected right now and if that is added - if bone is selected, we should add identity key to it.
if ( Component - > BonesOfInterest . Num ( ) > 0 )
{
// if they're selected, we should add to the modifyBone list even if they're not modified, so that they can key that point.
// first make sure those are added
// if not added, make sure to set the key for them
for ( const auto & BoneIndex : Component - > BonesOfInterest )
{
FName BoneName = Component - > GetBoneName ( BoneIndex ) ;
// if it's not on BonesToModify, add identity here.
if ( ! BonesToModify . Contains ( BoneName ) )
{
AddKeyToSequence ( CurrentSequence , GetCurrentTime ( ) , BoneName , FTransform : : Identity ) ;
}
}
}
ResetModifiedBone ( false ) ;
OnSetKeyCompleteDelegate . ExecuteIfBound ( ) ;
}
# endif
}
void FAnimPreviewInstanceProxy : : AddKeyToSequence ( UAnimSequence * Sequence , float Time , const FName & BoneName , const FTransform & AdditiveTransform )
{
Sequence - > AddKeyToSequence ( Time , BoneName , AdditiveTransform ) ;
// now add to the controller
// find if it exists in CurveBoneController
// make sure you add it there
ModifyBone ( BoneName , true ) ;
GetRequiredBones ( ) . SetUseSourceData ( true ) ;
}
2017-05-24 14:14:53 -04:00
void FAnimPreviewInstanceProxy : : SetDebugSkeletalMeshComponent ( USkeletalMeshComponent * InSkeletalMeshComponent )
{
CopyPoseNode . SourceMeshComponent = InSkeletalMeshComponent ;
2017-06-21 10:25:35 -04:00
CopyPoseNode . Initialize_AnyThread ( FAnimationInitializeContext ( this ) ) ;
2017-05-24 14:14:53 -04:00
}
USkeletalMeshComponent * FAnimPreviewInstanceProxy : : GetDebugSkeletalMeshComponent ( ) const
{
return CopyPoseNode . SourceMeshComponent . Get ( ) ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
UAnimPreviewInstance : : UAnimPreviewInstance ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
{
RootMotionMode = ERootMotionMode : : RootMotionFromEverything ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
bUseMultiThreadedAnimationUpdate = false ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
}
Copying //UE4/Dev-Frame to //UE4/Main
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2775736 on 2015/11/20 by Richard.Hinckley
Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately.
#codereview michael.noland
Change 2776352 on 2015/11/20 by Zak.Middleton
#ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics.
#rb Marc.Audy, Ori.Cohen
#codereview James.Golding
Change 2776401 on 2015/11/20 by Mieszko.Zielinski
Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4
The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality
#jira UE-23705
#rb Lukasz.Furman
Change 2777450 on 2015/11/23 by Martin.Wilson
Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime
#rb Thomas.Sarkanen
Change 2777698 on 2015/11/23 by Mieszko.Zielinski
Gameplay debugging tools fixes #UE4
Fixes:
- made newly added logs respect Log Visualizer's filters
- added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found.
- fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed.
In addition
- while at it removed bunch of 'auto' and 'class' keywords from the files I've touched
#rb Lukasz.Furman
Change 2777762 on 2015/11/23 by Mieszko.Zielinski
Removed BlackboardComponent's functionality deprecated since 4.7 #UE4
#rb Lukasz.Furman
Change 2777839 on 2015/11/23 by Zak.Middleton
#ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function.
#rb Laurent.Delayen
Change 2777840 on 2015/11/23 by Zak.Middleton
#ue4 - Fix up uses of library math functions to go through our FMath namespace.
#rb Laurent.Delayen
Change 2778287 on 2015/11/23 by Stan.Melax
deprecation of FCollisionQueryParams(bool)
See 2774707 description for the whole story
#OR-9936
#codereview marc.audy
Changes to kite will have to be in a separate check-in
I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299
Change 2778507 on 2015/11/23 by Marc.Audy
Eliminate spurious cook warnings for known missing packages
#rb Michael.Noland
Change 2778546 on 2015/11/23 by Aaron.McLeran
Moving occlusion feature settings from audio component to sound attenuation settings struct.
- Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there.
- Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be)
#rb Zak.Middleton
Change 2778664 on 2015/11/23 by Zak.Middleton
#ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc.
#rb Aaron.Mcleran
#codereview Frank.Gigliotti
Change 2779335 on 2015/11/24 by Mieszko.Zielinski
Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4
Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis.
#rb Lukasz.Furman
Change 2779338 on 2015/11/24 by Benn.Gallagher
Fixed crash in Persona when focus is taken from a different window
#jira UE-22516
#rb Ben.Cosh
Change 2779375 on 2015/11/24 by Benn.Gallagher
Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire.
#rb Ori.Cohen
Change 2779753 on 2015/11/24 by Zak.Middleton
#ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version.
#rb Brian.Karis
Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
static FArchive & operator < < ( FArchive & Ar , FAnimNode_ModifyBone & ModifyBone )
{
FAnimNode_ModifyBone : : StaticStruct ( ) - > SerializeItem ( Ar , & ModifyBone , nullptr ) ;
return Ar ;
}
void UAnimPreviewInstance : : Serialize ( FArchive & Ar )
{
Super : : Serialize ( Ar ) ;
if ( Ar . IsTransacting ( ) )
{
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
Ar < < Proxy . GetBoneControllers ( ) ;
Ar < < Proxy . GetCurveBoneControllers ( ) ;
}
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
void UAnimPreviewInstance : : NativeInitializeAnimation ( )
{
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
// Cache our play state from the previous animation otherwise set to play
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
bool bCachedIsPlaying = ( CurrentAsset ! = nullptr ) ? Proxy . IsPlaying ( ) : true ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
Super : : NativeInitializeAnimation ( ) ;
Proxy . SetPlaying ( bCachedIsPlaying ) ;
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
Proxy . RefreshCurveBoneControllers ( CurrentAsset ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3606378)
#lockdown Nick.Penwarden
#rb na
Change 3604978 on 2017/08/23 by Andrew.Grant
Fix for OR-42722 from 4.17 branch
#!tests compiled
#!rb max.chen
Change 3604960 on 2017/08/23 by Andrew.Grant
Proper fix for OR-43001, removed hack-around.
#!tests compiled
#!rb max.chen
Change 3604881 on 2017/08/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed LostReservation message in tests to info from warning.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3604871 in //Orion/Release-42.3/... via CL 3604878 via CL 3604880
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3604566 on 2017/08/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - return -1 for a test if there's a fatal error. Removed network errors failing tests (should be down to test to determine)
Made SoakTest better able to detect failed drafts and incomplete matches
#!tests ran multiple soaks and SoloAllHeroes
#!rb none
#!ROBOMERGE-SOURCE: CL 3604560 in //Orion/Release-42.3/... via CL 3604563 via CL 3604565
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3604181 on 2017/08/23 by David.Ratti
Set ULandscapeHeightfieldCollisionComponent to be NetAddressable so that it can be replicated as a movement base without error.
OR-42615
#!rb none
#!tests pie
Change 3603647 on 2017/08/22 by Laurent.Delayen
AnimProxy: initialize Actor/Component transforms.
#!rb none
#!tests lane minion test map
Change 3603343 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: don.eubanks
Added several more stats to the Card Shop stat panel.
+ Basic Attack Damage
+ Max Move Speed
+ Armor Penetration / Percent
+ Ability Penetration / Percent
Added utility function to AbilitySystemComponent to calculate an ability's value with additional Required/Ignore tags and Target tag container (functionality moved from AttributeView)
#!rb matt.schembari
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
#!ROBOMERGE-SOURCE: CL 3603172 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3603121 on 2017/08/22 by Laurent.Delayen
Added FAnimationRuntime::LerpPosesPerBone
#!rb none
#!tests lane minions split body anims.
Change 3603010 on 2017/08/22 by Laurent.Delayen
Draw box around Actor being debugged by 'ShowDebug' command, to help identify what we're viewing.
#!rb none
#!tests lane minions
Change 3602574 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed linux warning
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3602571 in //Orion/Release-42.3/... via CL 3602572
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602396 on 2017/08/22 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Updated Gauntlet log parser for new callstack format
Added offline and runtime Gauntlet tests to verify error generation and parsing
#!tests ran lots of tests locally
#!rb codereviewed
#!ROBOMERGE-SOURCE: CL 3601948 in //Orion/Release-42.3/... via CL 3601950
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602373 on 2017/08/22 by Andrew.Grant
Fixed compile error
#!tests compiled
#!rb none
Change 3602321 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
LogAssertFailedMessage
- Removed callstack dumping from LogAssertFailedMessage (now in StaticFailDebug)
- Moved script dumping inside GIsCritial check
StaticFailDebug
- Now dumps the callstack if supported for non-ensures. This results in PS4 (and other platforms) now displaying a callstack on a Fatal log.
- Removed log flush, was redundant
- Removed LowLevelOutputDebugStringf. If a platform needs this it can be done later in its error device
OutputMultiLineCallstack
- Renamed to FDebug::LogFormattedMessageWithCallstack and exposed in headers (calling locations have been updated to remove their extern declarations)
- No longer writes into the buffer to format it (!)
- LogName is now the first param. If NAME_None it writes using LowLevelOutputDebugString
- While writing out error information all callstack likes are prefixed with [Callstack]
Added brief documentation about the order of ops for ensures/asserts/fatal logs
#!tests ran lots of tests locally
#!rb codereviewed
#!ROBOMERGE-SOURCE: CL 3601943 in //Orion/Release-42.3/... via CL 3601944
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602316 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed various platform-specific implementations of ProgramCounterToHumanReadableString to return info in a canonical format of address module!func [file:line].
E.g.
0x00416A5F OrionClient.self!FEngineLoop::Tick() [D:\Epic\Orion\Release-Next\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3295]
#!tests ran lots of tests locally
#!rb codereviewd
#!ROBOMERGE-SOURCE: CL 3601940 in //Orion/Release-42.3/... via CL 3601941
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602311 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Sony don't allow exception handling on PS4 so for sometime we've had an issue where crashes have no presence in logs*
This change adds postmortem analysis to PS4DevkitUtil. If the OS terminates the process then it process the minidump and writes the cause and the callstack to stdout. As a bonus PS4DevkitUtil can now display cause & callstacks from minidumps via "PS4DevkitUtil postmortem -dump=path\to\crash.orbisdmp"
(*if you're lucky the kit may have been setup correctly to submit dumps to crashreporter, it may have actually worked, and you may be able to find it).
#!tests run many times on Orion tests
#!rb CR
#!ROBOMERGE-SOURCE: CL 3601929 in //Orion/Release-42.3/... via CL 3601930
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3599823 on 2017/08/21 by Jian.Ru
Allow MaxCascades cvar be set to 0 (should perobject shadow be forced on?)
#!jira UE-48468,OR-42749
#!rb Daniel.Wright
#!tests editor
Change 3598765 on 2017/08/19 by Andrew.Grant
Disable regeneration of missing cubemap data in cooked build.
Need some way of handling this, but currently this breaks PS4 anytime someone makes a map change and doesn't build lighting...
#!review-3598766 @daniel.lamb
#!tests ran PS4 successfully
#!rb none
Change 3597800 on 2017/08/18 by Laurent.Delayen
Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary.
Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions.
FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different).
#!rb none
#!codereview martin.wilson, lina.halper
#!tests minion test lane map
Change 3597332 on 2017/08/18 by Laurent.Delayen
SkelMeshComponent LOD update only refreshes transforms when rendered.
If AnimGraph eval is done, make sure Graph has been updated at least once.
Fixes:
- Significance Manager setting MinLOD on non recently rendered minions, causing them to refresh bones.
- Minions calling eval with graph not updated due to having bUseRefPoseOnInitAnim set. It means it's possible to refresh bones on a graph that has never been updated, causing a crash.
#!rb martin.wilson, lina.halper
#!codereview martin.wilson, lina.halper
#!tests minions test lane map. placing skelmeshes in editor and making sure LOD update works as expected.
Change 3597042 on 2017/08/18 by Daniel.Lamb
Added onlinesubsystemmcp to the cooksettings blacklist.
#!rb Trivial
#!test none
Change 3596575 on 2017/08/18 by Shaun.Kime
Fixing nonunity build issues
#!rb none
#!tests compiled OrionGame with unity builds disabled
Change 3595475 on 2017/08/17 by Andrew.Grant
Fixed issue with PS4 asserts not being detected during test shutdown
#!tests ran locally
#!rb none
Change 3595415 on 2017/08/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added check for network failure to tests
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3595412 in //Orion/Release-42.3/... via CL 3595414
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3594725 on 2017/08/17 by Ben.Salem
Add "Worst offenders" table and runtime to FX perf reports.
#!rb adric.worley
#!tests Ran a few FX Perf tests and generated reports.
Change 3594195 on 2017/08/17 by Shaun.Kime
Integration from Dev-Niagara to Dev-General. Note that this may cause assets to need to be recooked. Please be prepared for longer than normal cook times once syncing past this changelist.
#!rb none
#!tests preflight'ed change, QA ran multiple soak tests
Change 3594177 on 2017/08/17 by Andrew.Grant
Fixed issue that was causing exceptions not to be recognized
#!tests ran locally
#!rb none
Change 3594090 on 2017/08/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fix for mesh desyncing during online play.
https://jira.it.epicgames.net/browse/UE-45947
#!rb none
#!tests none
[CODEREVIEW] zak.middleton
#!ROBOMERGE-SOURCE: CL 3590625 in //Orion/Release-42.3/... via CL 3590626
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3594022 on 2017/08/17 by Laurent.Delayen
SkeletalMeshComponent::InitAnim
- Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state.
- Do not call RefreshBoneTransforms if AnimInstance has not been initialized.
- Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false.
#!rb martin.wilson
#!tests minion test lane map.
Change 3593972 on 2017/08/17 by Chris.Bunner
Duplicating instanced static mesh fixes from Dev-Editor - 3502581, 3570934, 3593597.
#!rb None
#!tests Editor, -game, PC
#!jira UE-48521, OR-42612
Change 3590611 on 2017/08/16 by David.Ratti
Spot edigrate CL 3584203 to fix show collision crash in mono 2
#!rb none
#!tests compile
Change 3590452 on 2017/08/16 by Laurent.Delayen
Fix for mesh desyncing during online play.
https://jira.it.epicgames.net/browse/UE-45947
#!rb none
#!tests none
#!codereview zak.middleton
Change 3590378 on 2017/08/16 by Laurent.Delayen
Integrated CL #!3585145 from Main.
>>
Fix for https://jira.it.epicgames.net/browse/OR-42337 and https://jira.it.epicgames.net/browse/OR-42338
Don't call UpdateMontageSyncGroup() when doing EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered.
Fixed auto ranged iterator.
#!rb none
#!tests bot match with Twinblast
<<
Change 3590263 on 2017/08/16 by Matt.Kuhlenschmidt
Added the ability to remove vertex colors from static meshes from the content browser
#!rb none
#!tests none
#!fyi jordan.walker
Change 3590026 on 2017/08/16 by Jurre.deBaare
HLOD: When mesh has auto LOD generation disabled it prevents user from dragging meshes to make a cluster
#!fix changed the tooltip and error handling for cluster creation, if there is any valid mesh now it will show up as a warning
#!jira OR-41584
#!rb none
#!test have tested several 'error' meshes which would before prevent the user from creating a cluster,
Change 3588580 on 2017/08/15 by Laurent.Delayen
Fix for https://jira.it.epicgames.net/browse/OR-42755
#!rb none
#!tests bot match
Change 3588360 on 2017/08/15 by Charles.Anderson
Phat
- Fixed up the materials to turn off the Render Before DOF so that we can see what were doing in Phat again.
Change 3587983 on 2017/08/15 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up audio issue on the new dawn intro movie
#!jira OR-42144
#!rb Max.Preussner
#!test Paragon ps4
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3581466 in //Orion/Release-42.1/... via CL 3581468 via CL 3581469
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3587746 on 2017/08/15 by Daniel.Lamb
Build launcher now has option for custom test.
Dumps generated buildcooktest commandline to log when using -interactive for reference.
#!rb trivial
#!test BuildCookTest with and without test options.
Change 3587733 on 2017/08/15 by Daniel.Lamb
Reenabled binned 2 stats in not shipping.
#!rb Andrew.Grant
#!test Paragon editor.
Change 3587727 on 2017/08/15 by Daniel.Lamb
Removed all the checks to help track down Texture GC issue.
#!rb Trivial
#!test Paragon editor
Change 3584487 on 2017/08/14 by Laurent.Delayen
https://jira.it.epicgames.net/browse/OR-42754 making sure this is not firing because of false positives.
#!rb none
#!tests compiles
Change 3582074 on 2017/08/11 by Laurent.Delayen
TimeStretchCurve system for AnimMontages.
Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling.
For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated).
This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate.
#!rb martin.wilson
#!codereview lina.halper, james.golding
#!tests wukong primary attacks
Change 3582063 on 2017/08/11 by Brian.Fasten
Removing Monolith02_LowTest from automated builds until errors can be cleared
#!codereview: daniel.lamb
#!rb - none
#!tests - none
Change 3581229 on 2017/08/10 by Lina.Halper
- Back out revision 21 from //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Rendering/DrawElements.cpp
- Comment out issue that causes crash in the draw box
#!jira: UE-48222
#!code review: Jurre.DeBaare, Nick.Darnell, Daniel.Lamb
#!rb: Jurre.DeBaare
#!tests: building HLOD as specified in the ticket, and anim blueprint graph
Change 3577839 on 2017/08/08 by Daniel.Lamb
Revert CL 3576931. To fix crash when generating HLOD in Monolith 2.
#!rb Andrew.Grant
#!test Rebuild HLOD paragon editor
#!fyi Lina.Halper
Change 3577684 on 2017/08/08 by Andrew.Grant
Removed ensure and merged proper fix for crash from UE4/Main (3572777)
#!tests #!rb none
Change 3577562 on 2017/08/08 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Potential fix for https://jira.it.epicgames.net/browse/OR-42383
Clear NotifyQueue prior to ticking montages. Also dispatch events right away, since ticking ends here, and no rendering is happening. In the event TickPose() is called directly and Component does not get ticked.
#!rb lina.halper
[CODEREVIEW] lina.halper, martin.wilson
#!tests bot match
#!ROBOMERGE-SOURCE: CL 3577071 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3577358 on 2017/08/08 by Harrison.Moore
Updating Colorchecker
Change 3576931 on 2017/08/08 by Lina.Halper
Fix for missing arrowhead of the transition on state machine graph
#!rb: Nick.Darnell
#!tests: editor
Change 3576847 on 2017/08/08 by Jason.Bestimt
#!ORION_DG - OR-42361 - Removing assert that was causing crash report client to break (during shipping builds of Paragon due to directories that didn't exist)
#!RB: Guillaume.Abadie
#!Tests:none
Change 3576794 on 2017/08/08 by Laurent.Delayen
Removed call to DebugCanvas->Flush_GameThread(); to fix 'showdebug' commands not rendering anymore.
#!rb Matt.Kuhlenschmidt
#!codereview Matt.Kuhlenschmidt
#!tests Ghost in PIE, showdebug animation works.
Change 3576302 on 2017/08/08 by Jurre.deBaare
Fix for Materials get switched up while building HLODs in case the section order is different than the material order
#!rb none
#!tests Rebuild problematic clusters in Monolith2
#!fix materials remapping was done using the section index instead of material index in the hlod path (static mesh merge one was fine)
Change 3575221 on 2017/08/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for PS4 shipping
#!tests compiled PS4 shipping
#!rb none
#!ROBOMERGE-SOURCE: CL 3575112 in //Orion/Release-42.1/... via CL 3575114
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3575165 on 2017/08/07 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/PS4/PS4RHI/Private/GnmManager.cpp
--------------------------------------
PS4 GPU time now shows correct values instead of vsync time.
#!tests Ran on PS4
#!rb Luke.Thatcher
#!ROBOMERGE-SOURCE: CL 3574821 in //Orion/Release-42.1/... via CL 3574823
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574408 on 2017/08/06 by Ben.Salem
Switch nightly solo smoke/fx tests to have -unattended on their commandlines.
#!rb none
#!tests compiled.
Change 3574308 on 2017/08/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include session time, MVP, and hitches on new health report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3574305 in //Orion/Release-42/... via CL 3574306 via CL 3574307
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574217 on 2017/08/05 by Jeff.Williams
Fixing UAT compile error
#!review-3574218 @andrew.grant
#!rb na
#!tests na
Change 3574139 on 2017/08/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3571982 for future v42 patches
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3574136 in //Orion/Release-42/... via CL 3574137 via CL 3574138
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574130 on 2017/08/05 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/SelfTest/Gauntlet.SelfTest.LogParserTest.cs
--------------------------------------
Non-shipping Gauntlet changes -
Log parser cleanup that provides better access to log channel info, errors, warnings, and ensures
Updated BaselinePerf test to record number of units travelled. This should highlight tests where a bot gets blocked :(
#!tests ran locally on PS4
#!rb none
#!ROBOMERGE-SOURCE: CL 3574116 in //Orion/Release-42/... via CL 3574123 via CL 3574124
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3573197 on 2017/08/04 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Merging //Orion/Release-42.1 to Dev-ContentUpdate (//Orion/Dev-ContentUpdate)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3573179 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3573079 on 2017/08/04 by Andrew.Grant
Removed some code that was preventing Wacom from working
#!tests #!rb none
Change 3572790 on 2017/08/04 by Jurre.deBaare
Moving over fixes from 4.17 stream related to HLOD:
"UE-47360
Non Uniform baking of HLOD materials causes texture stretching
UE-47031
Generating a HLOD cluster with multiple actors that contain lods will not bake correctly"
#!rb none
#!tests none
Change 3572663 on 2017/08/04 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - copy elf files to temp dir and launch from there
#!tests ran gauntlet
#!rb none
#!ROBOMERGE-SOURCE: CL 3572657 in //Orion/Release-42/... via CL 3572659 via CL 3572662
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3572622 on 2017/08/04 by Jurre.deBaare
Moving over:
"Guard against zero sized boxes being sent to the slate batcher. This was exposed by the clipping changes since zero sized elements would have been previously clipped.
#!rb nick.darnell
#!jira UE-46919"
#!tests none
Change 3572428 on 2017/08/04 by Benn.Gallagher
Added per-axis inertia and parent dominance settings to physics assets
#!rb Thomas.Sarkanen
#!tests Shrapnel in editor and -game (seems to be the only character using old inertia scaler for rigid body node)
Change 3572142 on 2017/08/04 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Disabling r.Cache.UpdatePrimsTaskEnabled for PS4 due to lock-ups
#!tests none
#!rb none
#!ROBOMERGE-SOURCE: CL 3572139 in //Orion/Release-42/... via CL 3572140 via CL 3572141
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3572133 on 2017/08/04 by Andrew.Grant
Merging
//UE4/Main/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp
to //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp
#!tests #!rb none
Change 3572065 on 2017/08/03 by Andrew.Grant
Fixed bug in Gauntlet parsing of perf data for tests
Added perf-parsing test to SelfTest
#!tests ran self test
#!rb none
#!ROBOMERGE: 42.1
Change 3572033 on 2017/08/03 by Andrew.Grant
Merging //UE4/Main @ 3571062 through Orion-Staging
#!rb none
#!tests Engine QA pass
Change 3571262 on 2017/08/03 by Uriel.Doyon
StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer.
Changing the current lighting scenario now triggers an update of the texture streamer.
Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer.
#!rb none
#!tests played monolith2 on PS4 and loaded the map in the editor.
Change 3571247 on 2017/08/03 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Integrate Dev-UI -> Release42
Reduced the sensitivity on the slow tick timer warning
#!rb Trivial
#!test Cooked paragon ps4
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3571239 in //Orion/Release-42/... via CL 3571244 via CL 3571246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3570431 on 2017/08/03 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed a change that was inadvertendly included in a larger fix and seems to be having problems on windows server.
#!tests ran windows server locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3570428 in //Orion/Release-42/... via CL 3570429 via CL 3570430
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3570343 on 2017/08/03 by Jurre.deBaare
HLOD: opening a level with HLOD defaults to forcing HLOD on for all clusters
#!fix forcing the HLODs to show up in the editor changes the MinDrawDistance of the static mesh component, this was getting saved and not restored during runtime (now does it in PostLoad)
#!jira UE-47712
#!rb none
#!tests PIE in Editor while having HLOD forced on
Change 3570047 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for ensure leading to deadlock
#!jira OR-42071
#!tests compiled, ran ShortSoloGame test
#!rb none
[QAREVIEW] - this fixes the PC locks in OR-42071 and probably the PS4 too, but please recheck both platforms to be sure.
#!ROBOMERGE-SOURCE: CL 3570044 in //Orion/Release-42/... via CL 3570045 via CL 3570046
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569932 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Integration from UE4 - fixed a set of critical bugs that would cause rare crashes in the async IO subsystems.
#!rb gil.gribb
#!tests ran 10x solo games, ran LoadTest, all PS4
#!jira UE-47483
#!ROBOMERGE-SOURCE: CL 3569929 in //Orion/Release-42/... via CL 3569930 via CL 3569931
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569839 on 2017/08/02 by Daniel.Lamb
Added the low quality monolith map to the build launcher and cook maps list.
#!rb Trivial
#!test Compile UAT
Change 3569441 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Re-enabled OnlyTickMontagesWhenNotRendered animation optimization, after fixing edge case where 'Evaluate' could be called on out of sync cached data.
Only update cached data when the graph will be updated, to ensure we don't have mismatching update and evaluate data.
#!rb none
[CODEREVIEW] martin.wilson, lina.halper
#!tests bot match w/ dedicated server.
#!ROBOMERGE-SOURCE: CL 3569235 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569397 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: ben.salem
Merging using Dev-Gen_->_Release-42.1 Support for skins in perf reporting, also report overall test run time.
#!rb various
#!tests ran with new shallow test maps.
#!ROBOMERGE-SOURCE: CL 3568892 in //Orion/Release-42.1/... via CL 3568967
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3568639 on 2017/08/02 by Adric.Worley
Add individual FTest enumeration to Orion perf tests
Moved methods to run FTests to helper for reuse.
Effects perf tests now show individual test cases for more granular runs.
All perf tests now do map check and draft logic as setup.
#!tests ran updated tests in client/server
#!rb ben.salem
Change 3568616 on 2017/08/02 by Ben.Salem
Switch shallow fx tests to report to their own mailing list.
#!rb bob.ferreira
#!tests recompiled
Change 3568607 on 2017/08/02 by Daniel.Lamb
Added staticmeshcomponent to the memreportfull command.
#!rb Trivial
#!test Paragon
Change 3568018 on 2017/08/01 by Ben.Salem
Add skin and character name to test reports, and also test runtime.
#!rb none
#!tests ran steel shallow test
Change 3567995 on 2017/08/01 by Bob.Ferreira
[FXTests] Updating FXTests and ShallowFXTests to call OnComplete() when doing check point validation.
[Gauntlet] Changed InnerTestResult to be protected so that inherited test nodes can modify it.
#!rb Ben.Salem
#!TESTS Ran local automationtool run on a cooked main build.
Change 3567912 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: ori.cohen
Added support for physical materials in immediate mode
#!rb none
#!tests none
[CODEREVIEW] Benn.Gallagher
#!ROBOMERGE-SOURCE: CL 3567865 in //Orion/Release-42/... via CL 3567901 via CL 3567904
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3567594 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Disabling animation optimization until I can fix an edge case.
#!rb none
#!tests arcade mode
#!ROBOMERGE-SOURCE: CL 3567593 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3566953 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Animation Optimization: Added EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered to only update montages when not rendered, instead of doing a whole pose update. This means on dedicated servers we'll only update montages when needed, and not the AnimGraph, which we have no need for.
This is also affects non rendered meshes on clients.
#!rb martin.wilson
[CODEREVIEW] lina.halper, martin.wilson
#!tests ghost and wukong networked doing montage abilities.
#!ROBOMERGE-SOURCE: CL 3566950 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3564610 on 2017/07/31 by Uriel.Doyon
Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
Deprecated previous material data as it was causing some waste.
Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases
#!rb none
#!tests played monolith2 on PS4
Change 3564509 on 2017/07/31 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened).
[CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson
#!rb none
#!tests Kwang AnimBP opens without a warning.
#!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3613306 by Andrew Grant in Main branch]
2017-08-28 15:13:54 -04:00
void UAnimPreviewInstance : : Montage_Advance ( float DeltaTime )
{
/*
We ' re running in the Animation Editor .
Call ' EditorOnly_PreAdvance ' on montage instances .
So they can do editor specific updates .
*/
for ( int32 InstanceIndex = 0 ; InstanceIndex < MontageInstances . Num ( ) ; InstanceIndex + + )
{
FAnimMontageInstance * const MontageInstance = MontageInstances [ InstanceIndex ] ;
if ( MontageInstance & & MontageInstance - > IsValid ( ) )
{
MontageInstance - > EditorOnly_PreAdvance ( ) ;
}
}
Super : : Montage_Advance ( DeltaTime ) ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
FAnimNode_ModifyBone * UAnimPreviewInstance : : FindModifiedBone ( const FName & InBoneName , bool bCurveController /*=false*/ )
{
return GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . FindModifiedBone ( InBoneName , bCurveController ) ;
}
FAnimNode_ModifyBone & UAnimPreviewInstance : : ModifyBone ( const FName & InBoneName , bool bCurveController /*=false*/ )
{
return GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . ModifyBone ( InBoneName , bCurveController ) ;
}
void UAnimPreviewInstance : : RemoveBoneModification ( const FName & InBoneName , bool bCurveController /*=false*/ )
{
GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . RemoveBoneModification ( InBoneName , bCurveController ) ;
}
void UAnimPreviewInstance : : ResetModifiedBone ( bool bCurveController /*=false*/ )
{
GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . ResetModifiedBone ( bCurveController ) ;
}
void UAnimPreviewInstance : : SetKey ( FSimpleDelegate InOnSetKeyCompleteDelegate )
{
GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . SetKey ( InOnSetKeyCompleteDelegate ) ;
}
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
void UAnimPreviewInstance : : SetKey ( )
{
GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . SetKey ( ) ;
}
void UAnimPreviewInstance : : SetKeyCompleteDelegate ( FSimpleDelegate InOnSetKeyCompleteDelegate )
{
GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . SetKeyCompleteDelegate ( InOnSetKeyCompleteDelegate ) ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
void UAnimPreviewInstance : : RefreshCurveBoneControllers ( )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . RefreshCurveBoneControllers ( CurrentAsset ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
}
2014-03-14 14:13:41 -04:00
/** Set SkeletalControl Alpha**/
void UAnimPreviewInstance : : SetSkeletalControlAlpha ( float InSkeletalControlAlpha )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . SetSkeletalControlAlpha ( InSkeletalControlAlpha ) ;
2014-03-14 14:13:41 -04:00
}
UAnimSequence * UAnimPreviewInstance : : GetAnimSequence ( )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
return Cast < UAnimSequence > ( CurrentAsset ) ;
2014-03-14 14:13:41 -04:00
}
void UAnimPreviewInstance : : RestartMontage ( UAnimMontage * Montage , FName FromSection )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( Montage = = CurrentAsset )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
MontagePreviewType = EMPT_Normal ;
2015-09-11 10:26:57 -04:00
// since this is preview, we would like not to blend in
// just hard stop here
Montage_Stop ( 0.0f , Montage ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
Montage_Play ( Montage , Proxy . GetPlayRate ( ) ) ;
2014-03-14 14:13:41 -04:00
if ( FromSection ! = NAME_None )
{
Montage_JumpToSection ( FromSection ) ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
MontagePreview_SetLoopNormal ( Proxy . IsLooping ( ) , Montage - > GetSectionIndex ( FromSection ) ) ;
2014-03-14 14:13:41 -04:00
}
}
2014-10-21 09:38:35 -04:00
void UAnimPreviewInstance : : SetAnimationAsset ( UAnimationAsset * NewAsset , bool bIsLooping , float InPlayRate )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-11-13 17:30:49 -05:00
// make sure to turn that off before setting new asset
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
Proxy . GetRequiredBones ( ) . SetUseSourceData ( false ) ;
2014-11-13 17:30:49 -05:00
2014-10-21 09:38:35 -04:00
Super : : SetAnimationAsset ( NewAsset , bIsLooping , InPlayRate ) ;
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
RootMotionMode = Cast < UAnimMontage > ( CurrentAsset ) ! = nullptr ? ERootMotionMode : : RootMotionFromMontagesOnly : ERootMotionMode : : RootMotionFromEverything ;
2014-11-13 17:30:49 -05:00
// should re sync up curve bone controllers from new asset
Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
Proxy . RefreshCurveBoneControllers ( CurrentAsset ) ;
2014-10-21 09:38:35 -04:00
}
2014-03-14 14:13:41 -04:00
void UAnimPreviewInstance : : MontagePreview_SetLooping ( bool bIsLooping )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
Proxy . SetLooping ( bIsLooping ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
switch ( MontagePreviewType )
{
case EMPT_AllSections :
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
MontagePreview_SetLoopAllSections ( Proxy . IsLooping ( ) ) ;
2014-03-14 14:13:41 -04:00
break ;
case EMPT_Normal :
default :
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
MontagePreview_SetLoopNormal ( Proxy . IsLooping ( ) ) ;
2014-03-14 14:13:41 -04:00
break ;
}
}
}
void UAnimPreviewInstance : : MontagePreview_SetPlaying ( bool bIsPlaying )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
Proxy . SetPlaying ( bIsPlaying ) ;
2014-03-14 14:13:41 -04:00
if ( FAnimMontageInstance * CurMontageInstance = GetActiveMontageInstance ( ) )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
CurMontageInstance - > bPlaying = Proxy . IsPlaying ( ) ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
else if ( Proxy . IsPlaying ( ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) ;
2014-03-14 14:13:41 -04:00
if ( Montage )
{
switch ( MontagePreviewType )
{
case EMPT_AllSections :
MontagePreview_PreviewAllSections ( ) ;
break ;
case EMPT_Normal :
default :
MontagePreview_PreviewNormal ( ) ;
break ;
}
}
}
}
void UAnimPreviewInstance : : MontagePreview_SetReverse ( bool bInReverse )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
Super : : SetReverse ( bInReverse ) ;
2014-11-13 17:30:49 -05:00
if ( FAnimMontageInstance * CurMontageInstance = GetActiveMontageInstance ( ) )
2014-03-14 14:13:41 -04:00
{
2014-04-23 17:34:31 -04:00
// copy the current playrate
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
CurMontageInstance - > SetPlayRate ( Proxy . GetPlayRate ( ) ) ;
2014-03-14 14:13:41 -04:00
}
}
void UAnimPreviewInstance : : MontagePreview_Restart ( )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
switch ( MontagePreviewType )
{
case EMPT_AllSections :
MontagePreview_PreviewAllSections ( ) ;
break ;
case EMPT_Normal :
default :
MontagePreview_PreviewNormal ( ) ;
break ;
}
}
}
void UAnimPreviewInstance : : MontagePreview_StepForward ( )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
bool bWasPlaying = IsPlayingMontage ( ) & & ( Proxy . IsLooping ( ) | | Proxy . IsPlaying ( ) ) ; // we need to handle non-looped case separately, even if paused during playthrough
2014-03-14 14:13:41 -04:00
MontagePreview_SetReverse ( false ) ;
if ( ! bWasPlaying )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
if ( ! Proxy . IsLooping ( ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
float StoppedAt = Proxy . GetCurrentTime ( ) ;
2014-03-14 14:13:41 -04:00
if ( ! bWasPlaying )
{
// play montage but at last known location
MontagePreview_Restart ( ) ;
SetPosition ( StoppedAt , false ) ;
}
int32 LastPreviewSectionIdx = MontagePreview_FindLastSection ( MontagePreviewStartSectionIdx ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
if ( FMath : : Abs ( Proxy . GetCurrentTime ( ) - ( Montage - > CompositeSections [ LastPreviewSectionIdx ] . GetTime ( ) + Montage - > GetSectionLength ( LastPreviewSectionIdx ) ) ) < = MontagePreview_CalculateStepLength ( ) )
2014-03-14 14:13:41 -04:00
{
// we're at the end, jump right to the end
Montage_JumpToSectionsEnd ( Montage - > GetSectionName ( LastPreviewSectionIdx ) ) ;
if ( ! bWasPlaying )
{
MontagePreview_SetPlaying ( false ) ;
}
return ; // can't go further than beginning of this
}
}
else
{
MontagePreview_Restart ( ) ;
}
}
MontagePreview_SetPlaying ( true ) ;
// Advance a single frame, leaving it paused afterwards
2015-04-10 09:51:35 -04:00
int32 NumFrames = Montage - > GetNumberOfFrames ( ) ;
// Add DELTA to prefer next frame when we're close to the boundary
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
float CurrentFraction = Proxy . GetCurrentTime ( ) / Montage - > SequenceLength + DELTA ;
2015-04-10 09:51:35 -04:00
float NextFrame = FMath : : Clamp < float > ( FMath : : FloorToFloat ( CurrentFraction * NumFrames ) + 1.0f , 0 , NumFrames ) ;
float NewTime = Montage - > SequenceLength * ( NextFrame / NumFrames ) ;
2014-03-14 14:13:41 -04:00
GetSkelMeshComponent ( ) - > GlobalAnimRateScale = 1.0f ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
GetSkelMeshComponent ( ) - > TickAnimation ( NewTime - Proxy . GetCurrentTime ( ) , false ) ;
2015-04-10 09:51:35 -04:00
2014-03-14 14:13:41 -04:00
MontagePreview_SetPlaying ( false ) ;
}
}
void UAnimPreviewInstance : : MontagePreview_StepBackward ( )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
bool bWasPlaying = IsPlayingMontage ( ) & & ( Proxy . IsLooping ( ) | | Proxy . IsPlaying ( ) ) ; // we need to handle non-looped case separately, even if paused during playthrough
2014-03-14 14:13:41 -04:00
MontagePreview_SetReverse ( true ) ;
if ( ! bWasPlaying )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
if ( ! Proxy . IsLooping ( ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
float StoppedAt = Proxy . GetCurrentTime ( ) ;
2014-03-14 14:13:41 -04:00
if ( ! bWasPlaying )
{
// play montage but at last known location
MontagePreview_Restart ( ) ;
SetPosition ( StoppedAt , false ) ;
}
int32 LastPreviewSectionIdx = MontagePreview_FindLastSection ( MontagePreviewStartSectionIdx ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
if ( FMath : : Abs ( Proxy . GetCurrentTime ( ) - ( Montage - > CompositeSections [ LastPreviewSectionIdx ] . GetTime ( ) + Montage - > GetSectionLength ( LastPreviewSectionIdx ) ) ) < = MontagePreview_CalculateStepLength ( ) )
2014-03-14 14:13:41 -04:00
{
// special case as we could stop at the end of our last section which is also beginning of following section - we don't want to get stuck there, but be inside of our starting section
Montage_JumpToSection ( Montage - > GetSectionName ( LastPreviewSectionIdx ) ) ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
else if ( FMath : : Abs ( Proxy . GetCurrentTime ( ) - Montage - > CompositeSections [ MontagePreviewStartSectionIdx ] . GetTime ( ) ) < = MontagePreview_CalculateStepLength ( ) )
2014-03-14 14:13:41 -04:00
{
// we're at the end of playing backward, jump right to the end
Montage_JumpToSectionsEnd ( Montage - > GetSectionName ( MontagePreviewStartSectionIdx ) ) ;
if ( ! bWasPlaying )
{
MontagePreview_SetPlaying ( false ) ;
}
return ; // can't go further than beginning of first section
}
}
else
{
MontagePreview_Restart ( ) ;
}
}
MontagePreview_SetPlaying ( true ) ;
// Advance a single frame, leaving it paused afterwards
2015-04-10 09:51:35 -04:00
int32 NumFrames = Montage - > GetNumberOfFrames ( ) ;
// Add DELTA to prefer next frame when we're close to the boundary
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
float CurrentFraction = Proxy . GetCurrentTime ( ) / Montage - > SequenceLength + DELTA ;
2015-04-10 09:51:35 -04:00
float NextFrame = FMath : : Clamp < float > ( FMath : : FloorToFloat ( CurrentFraction * NumFrames ) - 1.0f , 0 , NumFrames ) ;
float NewTime = Montage - > SequenceLength * ( NextFrame / NumFrames ) ;
2014-03-14 14:13:41 -04:00
GetSkelMeshComponent ( ) - > GlobalAnimRateScale = 1.0f ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
GetSkelMeshComponent ( ) - > TickAnimation ( FMath : : Abs ( NewTime - Proxy . GetCurrentTime ( ) ) , false ) ;
2015-04-10 09:51:35 -04:00
2014-03-14 14:13:41 -04:00
MontagePreview_SetPlaying ( false ) ;
}
}
float UAnimPreviewInstance : : MontagePreview_CalculateStepLength ( )
{
return 1.0f / 30.0f ;
}
void UAnimPreviewInstance : : MontagePreview_JumpToStart ( )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
int32 SectionIdx = 0 ;
if ( MontagePreviewType = = EMPT_Normal )
{
SectionIdx = MontagePreviewStartSectionIdx ;
}
// TODO hack - Montage_JumpToSection requires montage being played
bool bWasPlaying = IsPlayingMontage ( ) ;
if ( ! bWasPlaying )
{
MontagePreview_Restart ( ) ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
if ( Proxy . GetPlayRate ( ) < 0.f )
2014-03-14 14:13:41 -04:00
{
Montage_JumpToSectionsEnd ( Montage - > GetSectionName ( SectionIdx ) ) ;
}
else
{
Montage_JumpToSection ( Montage - > GetSectionName ( SectionIdx ) ) ;
}
if ( ! bWasPlaying )
{
MontagePreview_SetPlaying ( false ) ;
}
}
}
void UAnimPreviewInstance : : MontagePreview_JumpToEnd ( )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
int32 SectionIdx = 0 ;
if ( MontagePreviewType = = EMPT_Normal )
{
SectionIdx = MontagePreviewStartSectionIdx ;
}
// TODO hack - Montage_JumpToSectionsEnd requires montage being played
bool bWasPlaying = IsPlayingMontage ( ) ;
if ( ! bWasPlaying )
{
MontagePreview_Restart ( ) ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
if ( Proxy . GetPlayRate ( ) < 0.f )
2014-03-14 14:13:41 -04:00
{
Montage_JumpToSection ( Montage - > GetSectionName ( MontagePreview_FindLastSection ( SectionIdx ) ) ) ;
}
else
{
Montage_JumpToSectionsEnd ( Montage - > GetSectionName ( MontagePreview_FindLastSection ( SectionIdx ) ) ) ;
}
if ( ! bWasPlaying )
{
MontagePreview_SetPlaying ( false ) ;
}
}
}
void UAnimPreviewInstance : : MontagePreview_JumpToPreviewStart ( )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
int32 SectionIdx = 0 ;
if ( MontagePreviewType = = EMPT_Normal )
{
SectionIdx = MontagePreviewStartSectionIdx ;
}
// TODO hack - Montage_JumpToSectionsEnd requires montage being played
bool bWasPlaying = IsPlayingMontage ( ) ;
if ( ! bWasPlaying )
{
MontagePreview_Restart ( ) ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
Montage_JumpToSection ( Montage - > GetSectionName ( Proxy . GetPlayRate ( ) > 0.f ? SectionIdx : MontagePreview_FindLastSection ( SectionIdx ) ) ) ;
2014-03-14 14:13:41 -04:00
if ( ! bWasPlaying )
{
MontagePreview_SetPlaying ( false ) ;
}
}
}
void UAnimPreviewInstance : : MontagePreview_JumpToPosition ( float NewPosition )
{
SetPosition ( NewPosition , false ) ;
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
// this section will be first
int32 NewMontagePreviewStartSectionIdx = MontagePreview_FindFirstSectionAsInMontage ( Montage - > GetSectionIndexFromPosition ( NewPosition ) ) ;
if ( MontagePreviewStartSectionIdx ! = NewMontagePreviewStartSectionIdx & &
MontagePreviewType = = EMPT_Normal )
{
MontagePreviewStartSectionIdx = NewMontagePreviewStartSectionIdx ;
}
// setup looping to match normal playback
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
MontagePreview_SetLooping ( Proxy . IsLooping ( ) ) ;
2014-03-14 14:13:41 -04:00
}
}
void UAnimPreviewInstance : : MontagePreview_RemoveBlendOut ( )
{
if ( FAnimMontageInstance * CurMontageInstance = GetActiveMontageInstance ( ) )
{
CurMontageInstance - > DefaultBlendTimeMultiplier = 0.0f ;
}
}
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
void UAnimPreviewInstance : : MontagePreview_PreviewNormal ( int32 FromSectionIdx , bool bPlay )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
Change 3072915 on 2016/08/01 by Nick.Whiting
Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh
#jira UE-34044
Change 3072891 on 2016/08/01 by Nick.Whiting
Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers
#jira UE-33579
Change 3072885 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
Continued - adding missing file.
#jira UE-32876
Change 3072869 on 2016/08/01 by Ori.Cohen
Fix CIS
#jira UE-3402
Change 3072862 on 2016/08/01 by Josh.Adams
- Fixed case issue for Linux
#jira UE-34020
Change 3072818 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
#jira UE-32876
Change 3072756 on 2016/08/01 by John.Billon
Fixed crash when setting a composite texture on a render target cube.
#Jira UE-33885
Change 3072755 on 2016/08/01 by John.Billon
Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
#Jira UE-33574
Change 3072753 on 2016/08/01 by John.Billon
Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
#Jira UE-32565
#Jira UE-29528
Change 3072665 on 2016/08/01 by Ben.Marsh
Fix parse errors in BuildGraph example script.
Change 3072664 on 2016/08/01 by Mike.Beach
Mirrors CL 3072620 from Dev-Blueprints.
Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.
#jira UE-29631
Change 3072656 on 2016/08/01 by Mike.Beach
Mirrors CL 3072614 from Dev-Blueprints.
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
Change 3072649 on 2016/08/01 by Mike.Beach
Mirrors CL 3071292 from Dev-Blueprints.
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072568 on 2016/08/01 by Phillip.Kavan
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).
#jira UE-32780
Change 3072565 on 2016/08/01 by Rolando.Caloca
UE4.13 - More info to track down crash with missing Primitive uniform buffer
#jira UE-33418
Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt
Fix hovering broken in the details panel
#jira UE-20903
Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt
Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable
#jira UE-20903
Change 3072479 on 2016/08/01 by Ori.Cohen
Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision
#JIRA UE-34023
Change 3072438 on 2016/08/01 by Chris.Wood
Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
[UE-33943] - Crash Report Client window not opening in a packaged build
#jira UE-33943
#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher
Change 3072360 on 2016/08/01 by Chris.Babcock
Enable Google Play Games for ARM64 on Android
#jira UE-34031
#ue4
#android
Change 3072337 on 2016/08/01 by Mitchell.Wilson
Saving multiple files from VR template to resolve empty engine version warnings.
#jira UE-33937
Change 3072302 on 2016/08/01 by Lina.Halper
Fix issue where weight doesn't update correctly while updating list
#jira: UE-33023
Change 3072250 on 2016/08/01 by Lina.Halper
Add error message when rename failed
#jira: UE-33661
Change 3072103 on 2016/08/01 by Lina.Halper
- Undid previous propagating change of morphtarget - Refresh function
- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size
#code review: Rolando.Caloca
#jira: UE-33923
Change 3072062 on 2016/08/01 by Jurre.deBaare
Static Mesh Editor and Persona viewport are very dark
#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
#jira UE-33945
Change 3072061 on 2016/08/01 by Jurre.deBaare
Incorrect importing of morph target weights when setting the percentage bases option on import
#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
#jira UE-34003
Change 3072052 on 2016/08/01 by Chris.Babcock
Vulkan extension fixes for Android
#jira UE-32943
#ue4
#android
Change 3072039 on 2016/08/01 by Mitchell.Wilson
Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
#jira UE-33843
Change 3072003 on 2016/08/01 by Rob.Cannaday
Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
#jira UE-34008
Change 3071942 on 2016/08/01 by Matthew.Griffin
Adding feature pack for TP_VirtualRealityBP
Change 3071937 on 2016/08/01 by Max.Chen
Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.
#jira UE-32918
Change 3071932 on 2016/08/01 by Dmitry.Rekman
Linux: fix launch on (UE-33934)
#tests Tested launching on a native host.
#jira UE-33934
(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3071926 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed exponential slowdown when restoring selection states
#jira UE-33918
Change 3071917 on 2016/08/01 by Mitchell.Wilson
Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
#jira UE-15196
Change 3071914 on 2016/08/01 by Allan.Bentham
Fix for incorrect feature level when using networked PIE.
#jira UE-25807
Change 3071894 on 2016/08/01 by Andrew.Rodham
Sequence Recorder: CIS fix
#jira UE-31277
Change 3071884 on 2016/08/01 by phillip.patterson
Updated UMG_Invalidation.uasset to Include Combo Box Test
#jira UE-29618
Change 3071869 on 2016/08/01 by Mitchell.Wilson
Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
#jira UE-33714
Change 3071868 on 2016/08/01 by phillip.patterson
Added UMG_Invalidation.uasset for a test case
#jira UE-29618
Change 3071855 on 2016/08/01 by Jurre.deBaare
Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
#fix Recompiled zlib to be correct debug version
#jira UE-27576
Change 3071853 on 2016/08/01 by Jurre.deBaare
Fix issue with debug asserts not compiling correctly
#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
#jira UE-33989
Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt
Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue.
#jira UE-33013
Change 3071849 on 2016/08/01 by Tom.Looman
Resaved content files with engine version for VR Template
#jira ue-33325
Change 3071822 on 2016/08/01 by Mitchell.Wilson
Adding crosshair to WeapLauncher when not sighted in.
#jira UE-30617
Change 3071798 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed various issues to do with recording attached components
There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.
#jira UE-30574
#jira UE-31277
Change 3071789 on 2016/08/01 by Tom.Looman
Fixed warning of missing gamemode in VR Template.
#jira ue-33325
Change 3071787 on 2016/08/01 by Mitchell.Wilson
Cleared material interface on Neutral.uasset to resolve a warning.
#jira UE-33957
Change 3071784 on 2016/08/01 by Robert.Manuszewski
Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.
#jira UE-33692
#jira UE-33814
Change 3071746 on 2016/08/01 by Tom.Looman
Added config.ini for Feature Pack creation to VR Template
#jira ue-33325
Change 3071694 on 2016/08/01 by Robert.Manuszewski
Fixing crash after opening edit config data for remote build then packaging
#jira UE-33719
Change 3071660 on 2016/08/01 by Dmitriy.Dyomin
Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
#jira UE-30104
Change 3071657 on 2016/08/01 by Matthew.Griffin
Excluded TP_VirtualRealityBP Template from Mac Binary builds.
Change 3071651 on 2016/08/01 by Tom.Looman
Removed config.ini ref from content.txt
#jira UE-33325
Change 3071645 on 2016/08/01 by Jurre.deBaare
Merge Actor Tool missing option to deselect Export Specific LOD
#fix Added the ability to export a specific LOD or all LODs for the selected objects
#jira UE-33100
Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
#jira UE-29976
Change 3071608 on 2016/08/01 by Thomas.Sarkanen
Bringing hitch tracking fix over from Orion.
Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs
#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)
Change 3071606 on 2016/08/01 by Matthew.Griffin
Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
#jira UE-33959
Change 3071584 on 2016/08/01 by Matthew.Griffin
Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
#jira UE-23720
Change 3071479 on 2016/07/31 by Dmitriy.Dyomin
Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
Merged from Dev-Mobile CL# 3057039
#jira UE-32774
Change 3071478 on 2016/07/31 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3071282 on 2016/07/30 by Max.Chen
Cine Camera Actor: CIS fix
#jira UE-33805
Change 3071272 on 2016/07/30 by Max.Chen
Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.
#jira UE-33805
Change 3071229 on 2016/07/30 by Ben.Marsh
Fix static analysis warning.
Change 3071077 on 2016/07/29 by Max.Chen
Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.
#jira UE-33432
Change 3071076 on 2016/07/29 by Max.Chen
Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.
#jira UE-33078
Change 3071070 on 2016/07/29 by Max.Chen
Sequence Recorder: Record actors as possessables
Added GetWorld() check when resolving bindings in case the world is being torn down.
Copy from Dev-Sequencer
#jira UE-33969
Change 3071069 on 2016/07/29 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
Change 3071058 on 2016/07/29 by Max.Chen
Sequencer: Tweak track colors
Audio track brighter
Transform, bool, event tracks less saturated
Recording subsection more saturated
Fade track gradient
Copy from Dev-Sequencer
#jira UE-33968
Change 3071057 on 2016/07/29 by Max.Chen
Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.
Copy from Dev-Sequencer
#jira UE-33967
Change 3071004 on 2016/07/29 by Lauren.Ridge
Fix for crash on color picker summon due to null SWindow #rb chris.gagnon
#jira UE-33966
Change 3070956 on 2016/07/29 by Chris.Babcock
Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
#jira UE-33607
#ue4
#android
Change 3070807 on 2016/07/29 by Nick.Darnell
Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.
#jira UE-30481
Change 3070779 on 2016/07/29 by Rob.Cannaday
Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
#jira UE-33922
Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#jira UE-33914
Change 3070764 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278. (resubmitted as edit)
#jira UE-20581
Change 3070757 on 2016/07/29 by Nick.Darnell
Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.
#jira UE-33450
Change 3070741 on 2016/07/29 by Phillip.Kavan
Back out previous submit (forgot to convert to edit).
#jira UE-20581
Change 3070737 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278.
#jira UE-20581
Change 3070695 on 2016/07/29 by Ryan.Vance
#jira UE-32145
We were using the wrong texture format for the rift ogl bridge.
Removed derived ogl bridge destructor to fix assert.
Based on CL 3069701 from Oculus
Change 3070632 on 2016/07/29 by Mitchell.Wilson
Rebuilt lighting for SubwaySequencer
#jira UE-33564
Change 3070620 on 2016/07/29 by Chris.Babcock
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3070586 on 2016/07/29 by phillip.patterson
Updating Sequencer_Focus for test case
#jira UE-29618
Change 3070539 on 2016/07/29 by Jon.Nabozny
Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)
#jira UE-33463
Change 3070538 on 2016/07/29 by Mitchell.Wilson
Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
#jira UE-29730
Change 3070467 on 2016/07/29 by Lauren.Ridge
Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker
#jira UE-33920
#jira UE-33769
Change 3070460 on 2016/07/29 by Lauren.Ridge
Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker
#jira UE-32413
Change 3070455 on 2016/07/29 by Lauren.Ridge
Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker
#jira UE-33635
Change 3070404 on 2016/07/29 by John.Pollard
Fix: Console command "Open" crashes with dedicated server settings
#jira UE-32511
Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt
Fix incorrect tooltip for the lerp instruction in the material editor
#jira UE-33896
Change 3070376 on 2016/07/29 by Ryan.Vance
#jira UEVR-32
Support base and neo multi-view vertex shaders on ps4.
Compile both base and neo versions of the multi-view enabled vertex shaders.
Pack them together in the resulting shader code.
Unpack them and load the correct version when creating the vertex shader instance.
Change 3070345 on 2016/07/29 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3070315 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3070314 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3070272 on 2016/07/29 by Jon.Nabozny
Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.
#jira UE-33944
Change 3070235 on 2016/07/29 by Mitchell.Wilson
Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
#jira UE-32742
Change 3070221 on 2016/07/29 by Jurre.deBaare
HLOD: The forced viewing level slider does not stay in sync after building a cluster
#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
#jira UE-32187
Change 3070218 on 2016/07/29 by Jurre.deBaare
HLOD: Shadow logic in ALODActor is messed up
#fix Moved shadow determination logic
#jira UE-31753
Change 3070212 on 2016/07/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
#jira UE-30384
Change 3070176 on 2016/07/29 by Jurre.deBaare
Some post processing features in Preview Scene Settings do not update immediately
#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
#jira UE-33895
Change 3070175 on 2016/07/29 by Jurre.deBaare
Static Mesh Editor does not display Vertex Colors in Lit mode
#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
#jira UE-32977
Change 3070163 on 2016/07/29 by Chris.Wood
Changed log warnings to info when WinSAT assessment unavailable
[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
#jira UE-30198
trivial change
Change 3070154 on 2016/07/29 by Matthew.Griffin
Removed exceptions for IOS .a files now we are building code projects
Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
#jira UE-33868
Change 3070124 on 2016/07/29 by Alex.Delesky
#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.
Change 3070060 on 2016/07/29 by Chris.Wood
Fixed command line argument saved to crash reports and used to restart crash processes
[UE-30665] - CrashReporterClient send and restart does not reopen the project
#jira UE-30665
trivial re-add of a line lost in a confusing merge.
Change 3070035 on 2016/07/29 by Allan.Bentham
Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
Allows device profiles to disable vulkan and/or ES3.1.
#jira UE-33379
Change 3070027 on 2016/07/29 by Tom.Looman
Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)
#jira UE-33325
Change 3070009 on 2016/07/29 by James.Golding
Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
#jira UE-32395
Change 3070007 on 2016/07/29 by James.Golding
Fix highlight when searching Anim Curves
#jira UE-33073
Change 3070002 on 2016/07/29 by James.Golding
Fix complex collision drawing in StaticMesh Editor
#jira UE-33062
Change 3069998 on 2016/07/29 by Jon.Nabozny
Fix AShooterCharacter heavy breathing even when running but not moving.
#jira UE-32398
Change 3069980 on 2016/07/29 by James.Golding
Add UV support to ProcMeshComp collision
Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
Move ProceduralMeshComponent out of 'experimental'
#jira UE-29850, UE-33003
Change 3069970 on 2016/07/29 by James.Golding
Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
#jira UE-32819
Change 3069969 on 2016/07/29 by Andrew.Porter
Adding movie test content to NotForLicensee.
#jira UE-29618
Change 3069962 on 2016/07/29 by Chris.Wood
Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
#jira UE-31820
Affects Core and CrashReportClient.
Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
Added project-specific values to engine config with defaults set in BaseEngine.ini.
Added overrides to Orion config.
Change 3069908 on 2016/07/29 by Jurre.deBaare
Saving assets with UGS build, fixes build warnings
#jira UE-123
Change 3069889 on 2016/07/29 by Jurre.deBaare
Build fix for -game builds (missing WITH_EDITOR ifdef)
#jira UE-123
Change 3069877 on 2016/07/29 by Allan.Bentham
Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
Fixed issue that prevented settings editor saving out array property changes.
#jira UE-33379
Change 3069872 on 2016/07/29 by Jurre.deBaare
Added option to disable post processing option in preview scene
Inverted normals on the sky sphere (asset change)
Bad performance when changing (slider) values for the advanced preview scene
#fix Small optimizations and now only save the data on closing of the preview scene tab
#jira UE-33496
Persona floor offset not being correct
#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
#jira UE-32278
Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
#fix I will now hide the environment and O the floor
#jira UE-33498
Directional light rotation not saved with advanced preview scene profiles
#fix Now does :)
#jira UE-33619
Change 3069838 on 2016/07/29 by Luke.Thatcher
Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
#jira UE-33671
Change 3069440 on 2016/07/28 by patrickr.donovan
#jira UE-29618
Test content for AA and materials with tessellation enabled and absolute world position material function.
Change 3069148 on 2016/07/28 by Lina.Halper
Morphtarget deletion crash
#jira: UE-33851
#code review: Roalndo.caloca
Change 3069144 on 2016/07/28 by Michael.Trepka
Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj
#jira UE-31863
Change 3069021 on 2016/07/28 by Dmitry.Rekman
Linux: a number of small fixes from pull requests.
- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)
#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes.
#jira UE-24848
#jira UE-27742
#jira UE-27894
#jira UE-29781
#jira UE-30452
(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3068867 on 2016/07/28 by Mike.Fricker
Mesh Paint: Fixed various bugs
- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)
#jira UE-33554
#jira UE-33550
#jira UE-33551
#jira UE-33621
Change 3068758 on 2016/07/28 by Mitchell.Wilson
Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
#jira UE-33684
Change 3068733 on 2016/07/28 by Ori.Cohen
Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)
#JIRA UE-32630
Change 3068713 on 2016/07/28 by Lina.Halper
#Checking in Benn G's fix
Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).
#jira UE-33633
#code review: Benn.Gallagher
Change 3068580 on 2016/07/28 by John.Pollard
Disable hot reloading when using single process MP PIE
Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players
#jira UE-30516
Change 3068550 on 2016/07/28 by Jurre.deBaare
Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
#jira UE-31886
Change 3068549 on 2016/07/28 by Jurre.deBaare
Merged static meshes stop reaction to the Trace Complex on Move flag.
#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
#jira UE-30403
Change 3068548 on 2016/07/28 by Jurre.deBaare
Merge Actor tool can no longer merge just materials for an actor
#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
#jira UE-32797
Change 3068547 on 2016/07/28 by Jurre.deBaare
Make sure the advanced preview scene tab is shown by default
#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
#jira UE-33499
Change 3068546 on 2016/07/28 by Jurre.deBaare
Textures created from generating proxy meshes have incorrect compression format on tooltip
#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
#jira UE-30365
Change 3068543 on 2016/07/28 by Danny.Bouimad
#jira UE-29618
Made useability changes to the Phsyical Animation Profile Map
Change 3068407 on 2016/07/28 by Mitchell.Wilson
Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
#jira UE-33684
Change 3068403 on 2016/07/28 by Ben.Marsh
Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.
#jira UE-33459
Change 3068358 on 2016/07/28 by Martin.Wilson
Set default compression to NoClear as None is not a valid compression
#jira UE-31958
Change 3068346 on 2016/07/28 by Benjamin.Hyder
Updating TM-ContactShadows to include static meshes
#jira UE-29618
Change 3068336 on 2016/07/28 by Martin.Wilson
Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).
#jira UE-32101
Change 3068321 on 2016/07/28 by Martin.Wilson
Export bone selection widgets so that other modules can use them
#Jira UE-30361
Change 3068316 on 2016/07/28 by Martin.Wilson
Expose Root Motion Mode
#jira UE-14431
Change 3068307 on 2016/07/28 by Benjamin.Hyder
Rebuilding lighting in QA-Materials
#jira UE-29618
Change 3068299 on 2016/07/28 by Benjamin.Hyder
Renaming TM_Noise to TM-Noise
#jira UE-29618
Change 3068285 on 2016/07/28 by Martin.Wilson
Remove option to clear compression on animation sequences
#jira UE-31957
Change 3068282 on 2016/07/28 by Benjamin.Hyder
Re-Saving QA-Materials to remove log spam
#jira UE-29618
Change 3068271 on 2016/07/28 by Martin.Wilson
Add check to highlight recursion issue caused by game code
#jira UE-31417
Change 3068259 on 2016/07/28 by Jamie.Dale
Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types
#jira UE-31709
Change 3068257 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068204 on 2016/07/28 by Nick.Darnell
Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.
Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.
UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.
#jira UE-33845
Change 3068197 on 2016/07/28 by Martin.Wilson
Fix abstract notify state classes showing up in create menu
#jira UE-33864
Fix copy paste notifies introducing cross animation references
#jira UE-32801
Change 3068183 on 2016/07/28 by Matthew.Griffin
Remove hard coded staging for Crash Reporter and use its receipt instead
#jira UE-33800
Change 3068097 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
#jira UE-22679
Change 3068074 on 2016/07/28 by Matthew.Griffin
Added DDC nodes to list of content/shader modifiers for notifications
Change 3068053 on 2016/07/28 by Jack.Porter
After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components
#jira UE-5335
Change 3068043 on 2016/07/28 by Jack.Porter
Fix crash in mobile preview when selecting objects during shader compilation
#jira UE-33862
Change 3068031 on 2016/07/28 by Gareth.Martin
Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
#jira UE-33708
Change 3068030 on 2016/07/28 by Gareth.Martin
Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
#jira UE-20476
Change 3068029 on 2016/07/28 by Gareth.Martin
Fixed landscape "continuous" sculpting not working in multiple viewports
- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
#jira UE-32347
Change 3068013 on 2016/07/28 by Thomas.Sarkanen
Added a tick dependency for slave components
Ensures that slave components always get ticked after master components.
Prevents potential main thread stall updating morph targets in slave components.
#jira UE-23045 - Slave components could benefit from a tick dependency on master components
Change 3068011 on 2016/07/28 by Thomas.Sarkanen
Added space bar as a shortcut to play/pause animation playback in Persona
#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause
Change 3068009 on 2016/07/28 by Thomas.Sarkanen
Multi-arg console commands now accept string commands with or without quotes
Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
Removed old legacy code designed to fix trailing string params not being parsed correctly.
Updated some NULLs to nullptr.
#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks
Change 3067854 on 2016/07/28 by Dmitriy.Dyomin
Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
#jira UE-33440
Change 3067831 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Landscape GrassType does not have the option to exclude Decals
#jira UE-26669
Change 3067826 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
Also fixed Replace foliage type case
#jira UE-32010
Change 3067824 on 2016/07/28 by Dmitriy.Dyomin
Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
#jira UE-24767
Change 3067794 on 2016/07/27 by Jack.Porter
Expose Lighting Channels to Foliage and Landscape Grass
#jira UE-32794
Change 3067782 on 2016/07/27 by Jack.Porter
Fixed crash on device when playing sounds when packaged using Android_Multi
#jira UE-31981
Change 3067760 on 2016/07/27 by Jack.Porter
Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target
#jira UE-11756
Change 3067748 on 2016/07/27 by Dmitry.Rekman
Linux: fix packaged projects not being runnable (UE-33608).
- Added a shell script to run the binary.
#jira UE-33608
(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3067512 on 2016/07/27 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements (first two items)
https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
Unshelved from pending changelist '3065760 (UE4/Dev-VR)
-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
-Known issue: some tracker location popping during reconnect. I will try to fix that next.
#jira UEVR-13
#review-3066558 @chad.taylor
Change 3067511 on 2016/07/27 by Jeff.Fisher
Duplicating 3058093 (UE4/Dev-VR)
Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
#jira UEVR-13
Change 3067488 on 2016/07/27 by Ori.Cohen
Make the UI more clear for which physical animation is currently being editted.
#JIRA UE-33332
Change 3067481 on 2016/07/27 by Chris.Babcock
AAR support and updating libraries:
- Google Play Games native C++ SDK 2.1
- Google Play Services 9.2.0
- android-support-v4.jar 23.0.0
#jira UEPLAT-1251
#jira UE-19190
#ue4
#android
Change 3067478 on 2016/07/27 by Ori.Cohen
Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings
#JIRA UE-33276, UE-33331
Change 3067474 on 2016/07/27 by Ori.Cohen
Make it so property index comes in on reset of array value and duplication (From Matt.K)
#JIRA UE-33276
Change 3067457 on 2016/07/27 by Ori.Cohen
Fix currently highlighted text in physics profiles being copied over when chaing current profile
#JIRA UE-33282
Change 3067451 on 2016/07/27 by Ori.Cohen
Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain
#JIRA UE-32531
Change 3067443 on 2016/07/27 by Ori.Cohen
Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
Mark the component as experimental and only expose valid functions into construction script
#JIRA UE-33656
Change 3067439 on 2016/07/27 by Ori.Cohen
Added more logging info for potential fixed framerate negative delta time crash
#JIRA UE-32219
Change 3067348 on 2016/07/27 by mason.seay
Updating map to have hit events test.
#jira UE-29618
Change 3067342 on 2016/07/27 by Mitchell.Wilson
Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
#jira UE-15698
Change 3067332 on 2016/07/27 by Dmitry.Rekman
Fix for libstdc++ problems (UE-33584).
#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.
#JIRA UE-33584
(Redoing CL 3065551 from Dev-Platform).
Change 3067262 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly
#tests: PIE/compile editor build/noneditor
#jira: UE-33477
Change 3067228 on 2016/07/27 by Lina.Halper
This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.
#jira: UE-29880
Change 3067168 on 2016/07/27 by Lina.Halper
DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
#jira: UE-33454
Change 3067162 on 2016/07/27 by Lina.Halper
pose asset source animation/animation asset preview pose now have proper skeleton filter
#jira: UE-32607
Change 3067160 on 2016/07/27 by Lina.Halper
Fix issue with preview curve not working when no asset
#jira: UE-33402
Change 3067138 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3067129 on 2016/07/27 by Lina.Halper
DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
#tests: Jump_Recovery_Additive, PIE
#jira: UE-33477
Change 3067128 on 2016/07/27 by Michael.Trepka
Copy of CL 3062046
PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS
#jira UE-33683
Change 3067104 on 2016/07/27 by Lina.Halper
DUPEFIX: Support different samplerate for reimport with set range
#jira: UE-16027
Change 3067093 on 2016/07/27 by Lina.Halper
DUPE FIX: Fix baking is applied twice in the new created animation
#jira: UE-31120
Change 3067088 on 2016/07/27 by Lina.Halper
Fix issues with rename/delete of the curves
#jira: UE-33663, UE-33730, UE-33661, UE-33662
Change 3066795 on 2016/07/27 by Mark.Satterthwaite
Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
#jira UE-33778
Change 3066788 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3066338:
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066786 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3064743:
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira UE-33827
#jira FORT-27685
Change 3066768 on 2016/07/27 by samuel.proctor
Updated child blueprint used for profiler testing
#jira UE-29618
Change 3066733 on 2016/07/27 by samuel.proctor
Refreshed broken node in profiler test asset
#jira UE-29618
Change 3066670 on 2016/07/27 by Sam.Deiter
#Jira UEDOC-3139 Adding the blending tool tip images.
Change 3066669 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063329:
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3066668 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063327:
Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
#jira UE-32068
Change 3066625 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3062160:
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3066624 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063328:
Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
#jira UE-33820
Change 3066589 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3060590 to fix UE-33819:
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
#jira UE-33819
Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed Reset to default not updating when selecting new assets
#jira UE-33817
Change 3066509 on 2016/07/27 by mason.seay
Phys material needed for TM-SliceProcMesh
#jira UE-29618
Change 3066500 on 2016/07/27 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3066499 on 2016/07/27 by Jurre.deBaare
Map build should not generate empty HLOD folder in Editor
#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
#jira UE-29564
Change 3066498 on 2016/07/27 by Jurre.deBaare
HLOD outliner drag and drop operation can cause log spam
#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
#jira UE-32106
Change 3066485 on 2016/07/27 by Alan.Noon
Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
#jira UE-30564
Change 3066470 on 2016/07/27 by mason.seay
Test map and updating blueprint for slicing proc mesh
#jira UE-29618
Change 3066367 on 2016/07/27 by Matthew.Griffin
Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main
Change 3066337 on 2016/07/27 by Matthew.Griffin
Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39
Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive
Change 3066158 on 2016/07/27 by Ben.Marsh
Reverting assets causing warning, via integration from //UE4/Main.
Change 3065651 on 2016/07/26 by Ben.Marsh
Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14
Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.
Change 3065650 on 2016/07/26 by Ben.Marsh
Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04
Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor
Change 3065649 on 2016/07/26 by Ben.Marsh
Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18
Sequencer: Revert 3057233 because it breaks sequence recording.
Copy from Dev-Sequencer
#jira UE-33569
Change 3065308 on 2016/07/26 by Ben.Marsh
Fix failure to parse EC settings for 4.13 branch.
Change 3065235 on 2016/07/26 by Ben.Marsh
Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.
[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) ;
if ( Montage & & Montage - > SequenceLength > 0.0f )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
int32 PreviewFromSection = FromSectionIdx ;
if ( FromSectionIdx ! = INDEX_NONE )
{
MontagePreviewStartSectionIdx = MontagePreview_FindFirstSectionAsInMontage ( FromSectionIdx ) ;
}
else
{
FromSectionIdx = MontagePreviewStartSectionIdx ;
PreviewFromSection = MontagePreviewStartSectionIdx ;
}
MontagePreviewType = EMPT_Normal ;
2015-09-11 10:26:57 -04:00
// since this is preview, we would like not to blend in
// just hard stop here
Montage_Stop ( 0.0f , Montage ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
Montage_Play ( Montage , Proxy . GetPlayRate ( ) ) ;
MontagePreview_SetLoopNormal ( Proxy . IsLooping ( ) , FromSectionIdx ) ;
2014-03-14 14:13:41 -04:00
Montage_JumpToSection ( Montage - > GetSectionName ( PreviewFromSection ) ) ;
MontagePreview_RemoveBlendOut ( ) ;
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
Proxy . SetPlaying ( bPlay ) ;
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465)
#lockdown Nick.Penwarden
Change 3110660 on 2016/9/1 by Andrew.Grant
Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).
#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(
Change 3106649 on 2016/08/30 by Cody.Haskell
#Orion
- Input Axis Work
#rb DanH
#tests PIE
Change 3106299 on 2016/08/30 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 31.2 @ CL 3105865
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3106213 on 2016/08/30 by Ben.Marsh
BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.
#rb none
#tests preflight
Change 3105994 on 2016/08/30 by Martin.Wilson
Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)
#jira UE-35289
#rb Thomas.Sarkanen
#tests Tested UI in editor
Change 3105331 on 2016/08/29 by Uriel.Doyon
Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
#rb marcus.wassmer
#tests launched editor and played game
#jira OR-25814
Change 3105143 on 2016/08/29 by Josh.Markiewicz
#UE4 - added assert when histogram input parameters don't match
#rb none
#tests launched/ran/won game golden path
#codereview dmitry.rekman, michael.noland, bart.bressler
Change 3104976 on 2016/08/29 by Jon.Lietz
pickup refector
- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
- All pickups now use the pick up manager, consolidated all pick up code into the manager.
- added to the XP set so we can define the CXP bounty for targets.
#RB Dave.Ratti
#tests Bot match, test maps, spawning coins and pickups.
Change 3103480 on 2016/08/26 by Josh.Markiewicz
#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
#rb none
#tests golden path matchmaking
#codereview paul.moore, eric.newman
Change 3103410 on 2016/08/26 by Max.Chen
Movie Capture: Fix commandline burnin option.
#rb none
#tests Render movie with commandline -UseBurnIn=yes option.
Change 3102134 on 2016/08/25 by Brian.Karis
Fix for HDR output exposure. Added 1000nit output option.
#rb marcus
#tests agora
Change 3101276 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_31 - Merging CL 3100347 (head revision of 2 files :o )
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3101267 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_DUI - Integrating Media changes from 4.13 (head revision)
#RB:none
#Tests:none
/Engine/Plugins/Media
/Engine/Source/Runtime/Media
/Engine/Source/Runtime/MediaAssets
[CodeReviewed] matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100378 on 2016/08/24 by John.Pollard
Fix a crash that can occur when scrubbing in replays
#codereview David.Ratti
#tests Replays
#rb DavidR
This is the output:
[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage
Change 3100375 on 2016/08/24 by Laurent.Delayen
Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).
#rb none
#codereview lina.halper
#tests Tacticia's RMB Targeting
Change 3100278 on 2016/08/24 by Laurent.Delayen
Fix for fast path struct copy being broken for FVectors.
#rb lina.halper
#codereview thomas.sarkanen
#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping
Change 3100161 on 2016/08/24 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix issue with refresh viewer command failing due to backend congestion
#rb RyanG
#tests Replays
Change 3100114 on 2016/08/24 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3098849
#RB:none
#Tests:none
#CodeReview: kerrington.smith, matt.schembari
#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100015 on 2016/08/24 by Michael.Noland
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
#rb Aaron.McLeran
[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
#tests Compiled and ran a golden path match with headphones on
Change 3100012 on 2016/08/24 by Michael.Noland
UE-34951 - Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#rb marc.audy
[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
#tests Compiled and ran a golden path match with headphones on
Change 3099889 on 2016/08/24 by Max.Chen
Sequencer: Added command line option to enable burnin
#rb none
#tests Render movie from command line wtih -UseBurnIn=yes
Change 3099801 on 2016/08/24 by Lina.Halper
Removed unnecessary comment
#rb: none
#code review: Benn.Gallagher
#tests: compile
Change 3099787 on 2016/08/24 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#http
- fix for cancelled requests that have not been started never triggering a completion delegate
- fixes soft lock when handling disconnects during login
OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting
#rb josh.markiewicz, alex.fennell
#tests none
#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3099252 on 2016/08/24 by Lina.Halper
Fixed menu text
#rb: none
#code review: Thomas.Sarkanen
#tests: open editor and create child montage and replaced the animation
Change 3099251 on 2016/08/24 by Lina.Halper
Deterministic cooking of skeleton
- abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked
#jira: UE-34834
#rb: Martin.Wilson
#tests: cooking orion and make sure it works
Change 3098504 on 2016/08/23 by Bart.Bressler
Add server time between sending packets monitoring histogram
#rb dmitry.rekman
#tests ran server locally and made sure analytics events were sent
Change 3098494 on 2016/08/23 by Michael.Noland
Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
#codereview ben.salem, gil.gribb
#rb none
Change 3098491 on 2016/08/23 by Mieszko.Zielinski
Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4
#rb Lukasz.Furman
#test golden path
Change 3098070 on 2016/08/23 by Lina.Halper
Fix crash with UI update reconstructing
- will have to come up with a better solution than this.
#rb: Martin.Wilson
#tests: child anim montage
Change 3097914 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
Merging CL #3097879
from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...
#Analytics #OSS: Adjusted cohort selection algorithm and test cases
[CodeReviewed]: Philip.Buuck
#TESTS: unit tests
#RB: none
#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097745 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Megre 30.2/31 @ CL 3096895
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097722 on 2016/08/23 by Chris.Bunner
Update texture expression properties before triggering parent material recompile.
#rb John.Billon
#tests Editor replace references, Golden path
#jira OR-27531
Change 3097694 on 2016/08/23 by Lina.Halper
#Child Anim Montage
- Duplicate from parent of the information it cares to get
- Currently it is selective on copying what data
- Modified GetAllAnimationSequencesReferred to get a partial data
- Added ParentAsset/AssetMappingTable in AnimationAsset
- Sequence Browser opening would also add to history
- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on
#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
#rb:Martin.Wilson
#tests: creating child montage, editing, lots of UI functionality, notifies placement
Change 3097513 on 2016/08/23 by Thomas.Sarkanen
Non-POD structs can now be copied using the fast path
We now always use CPP struct ops to perform copies when dealing with struct properties.
#jira UE-34571 - Support struct member access on AnimBP fast path
#rb Laurent.Delayen
#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.
Change 3096729 on 2016/08/22 by Mieszko.Zielinski
Fixes to EQS scoring function preview #UE4
#rb Lukasz.Furman
#test golden path
Change 3096596 on 2016/08/22 by Jason.Bestimt
#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)
#RB:none
#Tests:none
#CodeReview: matt.schembari, max.preussner
#R@BOMERGE: MAIN
Change 3096550 on 2016/08/22 by Jurre.deBaare
Fix for HLOD dirty clusters PIE warning message
#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
#rb none
Change 3096532 on 2016/08/22 by Mieszko.Zielinski
Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4
As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized
#codereview Lukasz.Furman
#rb none
#test golden path
Change 3096455 on 2016/08/22 by Jason.Bestimt
#R@BOMERGE-AUTHOR: keli.hlodversson
#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
#RB David.Nikdel
#TESTS none
#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3096316 on 2016/08/22 by Sammy.James
Resave to fix log warnings.
BPC changes to ensure type saves.
#rb #tests editor
Change 3096040 on 2016/08/22 by bruce.nesbit
Revised fix for landscape crash
#rb GarethM
#tests Game
#codereview Bart.Bressler
Change 3096015 on 2016/08/22 by bruce.nesbit
Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server
#rb none
#tests game
#codereview Bart.Bressler
Change 3095578 on 2016/08/19 by Mieszko.Zielinski
Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4
This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor
#rb none
#test golden path
#codereview Lukasz.Furman
Change 3095397 on 2016/08/19 by Lina.Halper
Fix issue with crash when deleting all segment
#rb: Laurent.Delayen
#tests: delete segment and make sure it doesn't crash
#jira: UE-34830
Change 3095060 on 2016/08/19 by Bart.Bressler
Don't load ULandscapeComponent objects on dedicated servers to save memory.
#tests cooked server data and played a Solo vs. AI game
#rb gareth.martin
#codereview james.golding
Change 3095037 on 2016/08/19 by Lina.Halper
Potential fix with montage trigger ensure on marker sync group
#jira: OR-27685
#rb: Benn.Gallagher
#code review: Martin.Wilson
#tests: attack primhelilx with knock up
Change 3094962 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
#RB: None
#TESTS: test suite in source
[CodeReviewed]: Philip.Buuck
#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094950 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merge #UE4 - Made FMD5 const-correct
#RB: none
#TEST: none
#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094619 on 2016/08/19 by Lina.Halper
#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#rb: Benn.Gallagher
#jira : UE-34886
#tests: cooking infiltrator that showed same issue and run game.
Change 3094532 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3094498
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3093260 on 2016/08/18 by Josh.Markiewicz
#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
- removed unnecessary cast
#rb bart.bressler
#codereview bart.bressler, rob.cannaday
#tests launched game, some basic party testing
Change 3093224 on 2016/08/18 by Josh.Markiewicz
#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
#rb paul.moore
#codereview anthony.carter
#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining
Change 3092597 on 2016/08/17 by Daniel.Lamb
Added Ben Crocker to the rebuild lighting emails.
#rb Trivial
#Test none
Change 3092063 on 2016/08/17 by andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb #tests none
Change 3091081 on 2016/08/16 by Jurre.deBaare
Fixing non-Editor build errors
#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
#tests Build Editor + Game
#rb none
Change 3091009 on 2016/08/16 by Mieszko.Zielinski
Added a way to configure a map to not spawn AISystem instance at all #UE4
#rb none
#test golden path
Change 3090932 on 2016/08/16 by Michael.Noland
Vixen: Added indication to the analytics and FPS charts
#rb marcus.wassmer
#tests Compiled for the platform
Change 3090844 on 2016/08/16 by Laurent.Delayen
Replicated CL 3090734 from Fortnite.
---
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
#codereview john.abercrombie
#rb none
#tests golden path
Change 3090832 on 2016/08/16 by Michael.Noland
Windows: Fixed a whitespace issue
#rb none
#tests Compiled for windows
Change 3090688 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb none
#tests built
#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3090547 on 2016/08/16 by Jurre.deBaare
Need a warning message similar to lighting unbuilt when HLOD cluster is not built
#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
#jira UE-34335
#rb none
#codereview Michael.Noland
#tests pie Agora with and without dirty HLOD clusters
Change 3090285 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3090267
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3089413 on 2016/08/15 by paul.mader
Agora 2.0 assets
Change 3089266 on 2016/08/15 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
#rb none
#tests Convert steel to possessable in Gameplay_PS4 map.
Change 3089136 on 2016/08/15 by Mieszko.Zielinski
Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4
#rb Lukasz.Furman
#codereview Dan.Youhon
#test golden path
Change 3089118 on 2016/08/15 by Mieszko.Zielinski
Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4
#rb none
#test golden path
Change 3088976 on 2016/08/15 by Andrew.Grant
Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
Removed superflous /Os from VC debugg settings
#rb none
#tests verified module built with 'Never' on PS4/Win is built without optimizations.
#codereview Marcus.Wassmer, Ben.Marsh
Change 3088830 on 2016/08/15 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3088807
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3088597 on 2016/08/14 by Jason.Bestimt
#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)
#RB:none
#Tests:none
#CodeReview: andrew.grant, david.ratti, matt.schembari
Change 3087827 on 2016/08/12 by Bart.Bressler
Updates to skeletal mesh memory saving on dedicated server
#rb lina.halper
#tests Cooked server data, played a game for a while in Solo vs. AI
Change 3087351 on 2016/08/12 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
#jira OR-27406
#rb RyanG
#tests Replays
Change 3087118 on 2016/08/12 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3086747
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3086176 on 2016/08/11 by Marcus.Wassmer
Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
#rb Rolando.Caloca
#tests Broken PS4 content before/after
Change 3085992 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Unclog R@BOMERGE
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3085911 on 2016/08/11 by Laurent.Delayen
Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex
#rb none
#tests Orientation Warping
Change 3085614 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3085547
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3084507 on 2016/08/10 by Marcus.Wassmer
Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
#rb none
#tests paragon ps4/vixen
#codereview Olaf.Piesche
Change 3084136 on 2016/08/10 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3083799
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083424 on 2016/08/09 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#tests Use sequence recorder to record a skeletal mesh actor
#rb none
Change 3083134 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#online,store,ps4
- creating one offer entry per entitlement
#rb david.nikdel, ian.fox
#tests MTX purhcase on PS4
#lockdown: andrew.grant
#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083069 on 2016/08/09 by Marcus.Wassmer
Vixen scalability changes
#rb Michael.Noland
#tests vixen/ps4
#codereview jordan.walker
Change 3083063 on 2016/08/09 by Marcus.Wassmer
Most games will probably run out of memory if setup to do auto-4k.
Make this a setting that's off by default.
#rb Michael.Noland
#codereview Luke.Thatcher, Lee.Clark
#tests vixen on 4k.
Change 3082778 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
#rb none
#tests Agora on vixen.
Change 3082772 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for detail mode reregistration (3065543)
#rb none
#tests Toggled detail mode, observe proper items spawning
Change 3082765 on 2016/08/09 by Marcus.Wassmer
Don't crash when trying to use windowed vsync on vixen
#rb Michael.Noland
#test ran paragon on vixen
#codereview Luke.Thatcher,Lee.Clark
Change 3082764 on 2016/08/09 by Marcus.Wassmer
fix HLOD distance scale not working properly when components are re-registered.
#rb michael.noland
#codereview jurre.debarre
#tests setting multiple times, setting on boot via deviceprofile
Change 3082429 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-30.1 to Main (//Orion/Main)
Change: 3082419
#online,store,PS4
OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen
- added config option for toggling store on PS4
[OnlineSubsystemPS4]
bStoreEnabled=true
- can also override via title specific json values in <titleid>\title.json
allow_mtx=true
[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
#lockdown: andrew.grant
#rb none
#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)
#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3082194 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3082105
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080984 on 2016/08/08 by Lina.Halper
Issue with not being able to set static animation data via BP
- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.
#rb: Martin.Wilson
#tests: Sword Beauty map
Change 3080665 on 2016/08/08 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3080081
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080565 on 2016/08/08 by Laurent.Delayen
Fix for curve values during URO interpolation.
Fixes flashing of materials and Twinblast's ult weapon.
https://jira.ol.epicgames.net/browse/OR-27107
https://jira.ol.epicgames.net/browse/OR-24358
#rb lina.halper, martin.wilson
#tests Twinblast's ult and Coil's primary.
Change 3079832 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: marcus.wassmer
Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
#rb none
[CodeReviewed] Chris.Wood
#tests checked crashcontext on PC/PS4
#lockdown Andrew.Grant
#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3079045 on 2016/08/05 by Lina.Halper
Adding more log to figure out why ActivePlayers.Count becomes inconsistent.
#rb: Martin.Wilson
#tests: PIE with bots
Change 3078944 on 2016/08/05 by Rolando.Caloca
O - Update blacklisted driver
#jira OR-27051
#rb Marcus.Wassmer
#tests Run with AMD card
Change 3078735 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3078670
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3078122 on 2016/08/04 by Dmitry.Rekman
Linux: treat abort() / SIGABRT as crash.
- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
- Rewrote RequestExit() because it used abort() itself.
- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.
#rb Mark.Satterthwaite
#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant
#tests Ran Linux server, crashed using different methods.
Change 3077887 on 2016/08/04 by Dmitry.Rekman
Initialize StackCount to 0 (kills valgrind warning).
#rb David.Ratti
#codereview David.Ratti
#tests Ran Linux server.
Change 3077257 on 2016/08/04 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3077193
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3077242 on 2016/08/04 by Dmitry.Rekman
Linux: stop heartbeat thread before handling the crash.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski, Andrew.Grant
#tests Compiled and ran Linux server, crashed it.
Change 3076676 on 2016/08/03 by Dmitry.Rekman
Linux: print details about memory access (read or write).
- Also print all the 16 digits of the pointer.
- Read/write detection only implemented for x86_64.
#rb Andrew.Grant
#codereview Andrew.Grant
#tests Compiled (natively) and ran Linux server.
Change 3076675 on 2016/08/03 by Dmitry.Rekman
Print a bit more info about the array in assert.
#rb Andrew.Grant
#codereview Andrew.Grant
#test Compiled and ran Linux server.
Change 3076010 on 2016/08/03 by Laurent.Delayen
Moved OrionAnimNode_LegIK from Paragon to Engine.
#codereview lina.halper
#rb none
#tests Grim.exe + Iggy & Scorch
Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt
Reimplemented 3070766 for Orion:
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#rb none
#tests none
Change 3075446 on 2016/08/03 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3075422
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3075394 on 2016/08/03 by HaarmPieter.Duiker
Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
#rb marcus.wassmer
#tests post process color correction
Change 3074314 on 2016/08/02 by Dmitry.Rekman
Linux: change optimization from -O2 to -O1 (temporarily?).
- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
- Also adds a line to UBT output during compilation to draw attention.
#rb Michael.Noland
#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
#tests Compiled and ran Linux server.
Change 3073553 on 2016/08/02 by jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3073360
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3073505 on 2016/08/02 by Daniel.Lamb
Added cook modification delegate stats to cooker stats.
#rb Wes.Hunt
#test cook paragon.
Change 3072440 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.
#rb none
#tests SHIPPING
Change 3072259 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.
#rb Michael.Noland
#tests PIE
Change 3071908 on 2016/08/01 by John.Pollard
Fix null reference crash
#rb DavidR
#tests Live game + replays
Change 3071876 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#rb none
#tests FN + Paragon live game + replays
#codereview Andrew.Grant
Change 3071875 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Finalize replay version system
* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071874 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix gameplay tags to work better with backwards compatibility in replays
* We use the net field export group system in the package map to export tag names as a packed index
* This will allow us to see the names of tags that no longer exists on the remote side
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071776 on 2016/08/01 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3071738
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3071258 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.
#rb none
#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.
Change 3071099 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.
#rb none
#tests ran paragon with change and noticed no change in audio quality
Change 3070916 on 2016/07/29 by Andrew.Grant
Missed file!
#rb #tests na
Change 3070915 on 2016/07/29 by Andrew.Grant
Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
#rb none
#tests Engine QA, Orion QA smoke
Change 3070576 on 2016/07/29 by Uriel.Doyon
Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
#review-3070386 @marcus.wassmer
#jira OR-25941
#rb marcus.wassmer
#tests Run Game on PS4, and in editor
Change 3070086 on 2016/07/29 by Martin.Wilson
Fixed ensure triggering during sequencer playback due to double update.
#jira UE-33938
#rb Thomas.Sarkanen
#tests opened affected asset and verified problem no longer occured
Change 3070016 on 2016/07/29 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30 @ CL 3069935
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3069435 on 2016/07/28 by Ian.Fox
#Orion, #Mcp - Check if Price Engine is configured before attempting query
#rb Sam.Zamani
#tests none
#codereview Sam.Zamani
Change 3069381 on 2016/07/28 by Michael.Noland
Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
#rb nick.penwarden
#tests Loaded Paragon cine asset that was crashing
#codereview lina.halper, martin.wilson
Change 3069203 on 2016/07/28 by Dmitry.Rekman
Headless client: do not draw windows.
- Disables a bunch of code, including reaching into font cache to estimate width.
- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).
#rb Nick.Atamas
#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem
#tests Compiled and ran Orion Linux client.
Change 3069181 on 2016/07/28 by Lina.Halper
Fix struct redirector for Orion anim node moving to engine
#rb: Maciej.Mroz
#code review:Laurent.Delayen
#tests: editor loading the anim BP that caused the name conversion
Change 3069092 on 2016/07/28 by Aaron.McLeran
OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
- Not all active sounds have sound classes, was causing a crash
#codereview marc.audy
#rb zabir.hoque
#tests Run game with stat soundcues and not crash
Change 3068969 on 2016/07/28 by David.Ratti
Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.
#rb none
#tests compile
Change 3068902 on 2016/07/28 by David.Ratti
Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
#rb none
#tests compile
Change 3068831 on 2016/07/28 by Aaron.McLeran
OR-26417 Reverb is too loud in-game in Dev-General
- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.
#rb Jeff.Campeau
#tests run a map with no reverb audio volume and reverb is not super wet
Change 3068529 on 2016/07/28 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config)
#RB: none
#TESTS: none
#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3068399 on 2016/07/28 by Andrew.Rodham
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira OR-25769
#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
#rb Benn.Gallagher
Change 3068138 on 2016/07/28 by Marcus.Wassmer
Disable mallocleak testing by default
#rb none
#test none
Change 3068121 on 2016/07/28 by Marcus.Wassmer
Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
#rb Robert.Manuszewski
#tests stack tracing / symbolication with mallocleak on windows.
Change 3068119 on 2016/07/28 by Marcus.Wassmer
Fix MallocLeakProxy deadlock
#rb Robert.Manuszewski
#tests mallocleak start/stop/dump on windows
Change 3067752 on 2016/07/27 by Michael.Noland
Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code
Upgrade Notes:
- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)
Paragon:
- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.
#rb dmitry.rekman
#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
#review-3067607 @Dmitry.Rekman, @Bob.Tellez
#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI
Change 3067654 on 2016/07/27 by Michael.Noland
FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.
#rb steve.robb
#jira UE-31959
[duplicating CL# 3039827]
#tests Tried moving a folder in the editor
Change 3067644 on 2016/07/27 by Aaron.McLeran
OR-24537 Looping audio sometimes persists in Agora
Adding stopping sounds if audio component is destroyed while playing a looping sound
#rb jeff.campeau
#tests audio component stops looping sound if audio component is destroyed prematurely
Change 3067560 on 2016/07/27 by Aaron.McLeran
OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters
- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
- Don't call EnsureCompletion on pending async tasks on teardown
#rb Jeff.Campeau
#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions
Change 3067420 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge 29.2/30 @ CL 3067312
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067316 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3065602
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari
#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067025 on 2016/07/27 by Michael.Noland
Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
#rb none
#tests Compiled
Change 3067020 on 2016/07/27 by Michael.Noland
Core: Various improvements to FHistogram and split it out into separate files
- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
- Added O(1) getters for total sample counts and sum of all measurements
- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
- Added support for specifying explicit histogram bucket thresholds
#rb dmitry.rekman
#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage
Change 3066681 on 2016/07/27 by Frank.Gigliotti
Camera anim field of view fix;
* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.
* Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees.
#RB None
#CodeReview Jeff.Farris
#Tests Multiple camera animations in PIE
Change 3066508 on 2016/07/27 by Lina.Halper
Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#rb: Martin.Wilson
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
Change 3066246 on 2016/07/27 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Fix for non-unity error
#rb none
#tests compiled
#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3066167 on 2016/07/27 by Benn.Gallagher
Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
#rb Ori.Cohen
#tests Editor, PIE, Applying clothing to characters.
Change 3065868 on 2016/07/27 by Michael.Noland
Blueprints: Fixing non-editor build (missing WITH_EDITOR)
#rb none
#tests Compiled PS4
Change 3065749 on 2016/07/26 by Michael.Noland
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
#codereview mike.beach, marc.audy
#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
#rb Phillip.Kavan
Change 3065706 on 2016/07/26 by Josh.Markiewicz
#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
- fixed non shipping cmd line override to be correct
#rb none
#codereview andrew.grant, paul.moore
#tests none
Change 3065359 on 2016/07/26 by Rob.Cannaday
Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit.
Break up calls in batches of 100 ids.
#jira OR-20674
#rb ian.fox
#tests login to front end with PC, PS4. forced tests to simulate > 100 requests.
Change 3065197 on 2016/07/26 by Bart.Bressler
Change how PS4 sessions work:
- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
- Added comments, other misc. code cleanup.
#rb josh.markiewicz, sam.zamani, rob.cannaday
#tests created cross play parties with multiple pc + ps4 players
#jira OR-20332
Change 3065158 on 2016/07/26 by Lina.Halper
Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#rb: Martin.Wilson
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3064735 on 2016/07/26 by Dmitry.Rekman
Linux: added WebRTC libs.
- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).
#rb none
#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.
(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064727 on 2016/07/26 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb none
#tests Compiled and ran Linux server and Linux client.
(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064725 on 2016/07/26 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064572 on 2016/07/26 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3064545
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3064523 on 2016/07/26 by Jon.Lietz
Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.
#RB none
#tests BP compiles and stays not dirty
#codereview dave.ratti@epicgames.com
[CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
FAnimMontageInstance * MontageInstance = GetActiveMontageInstance ( ) ;
if ( MontageInstance )
{
MontageInstance - > SetWeight ( 1.0f ) ;
MontageInstance - > bPlaying = Proxy . IsPlaying ( ) ;
}
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
void UAnimPreviewInstance : : MontagePreview_PreviewAllSections ( bool bPlay )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) ;
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
Change 3072915 on 2016/08/01 by Nick.Whiting
Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh
#jira UE-34044
Change 3072891 on 2016/08/01 by Nick.Whiting
Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers
#jira UE-33579
Change 3072885 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
Continued - adding missing file.
#jira UE-32876
Change 3072869 on 2016/08/01 by Ori.Cohen
Fix CIS
#jira UE-3402
Change 3072862 on 2016/08/01 by Josh.Adams
- Fixed case issue for Linux
#jira UE-34020
Change 3072818 on 2016/08/01 by Nick.Darnell
UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.
#jira UE-32876
Change 3072756 on 2016/08/01 by John.Billon
Fixed crash when setting a composite texture on a render target cube.
#Jira UE-33885
Change 3072755 on 2016/08/01 by John.Billon
Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
#Jira UE-33574
Change 3072753 on 2016/08/01 by John.Billon
Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
#Jira UE-32565
#Jira UE-29528
Change 3072665 on 2016/08/01 by Ben.Marsh
Fix parse errors in BuildGraph example script.
Change 3072664 on 2016/08/01 by Mike.Beach
Mirrors CL 3072620 from Dev-Blueprints.
Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.
#jira UE-29631
Change 3072656 on 2016/08/01 by Mike.Beach
Mirrors CL 3072614 from Dev-Blueprints.
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
Change 3072649 on 2016/08/01 by Mike.Beach
Mirrors CL 3071292 from Dev-Blueprints.
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072568 on 2016/08/01 by Phillip.Kavan
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).
#jira UE-32780
Change 3072565 on 2016/08/01 by Rolando.Caloca
UE4.13 - More info to track down crash with missing Primitive uniform buffer
#jira UE-33418
Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt
Fix hovering broken in the details panel
#jira UE-20903
Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt
Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable
#jira UE-20903
Change 3072479 on 2016/08/01 by Ori.Cohen
Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision
#JIRA UE-34023
Change 3072438 on 2016/08/01 by Chris.Wood
Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
[UE-33943] - Crash Report Client window not opening in a packaged build
#jira UE-33943
#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher
Change 3072360 on 2016/08/01 by Chris.Babcock
Enable Google Play Games for ARM64 on Android
#jira UE-34031
#ue4
#android
Change 3072337 on 2016/08/01 by Mitchell.Wilson
Saving multiple files from VR template to resolve empty engine version warnings.
#jira UE-33937
Change 3072302 on 2016/08/01 by Lina.Halper
Fix issue where weight doesn't update correctly while updating list
#jira: UE-33023
Change 3072250 on 2016/08/01 by Lina.Halper
Add error message when rename failed
#jira: UE-33661
Change 3072103 on 2016/08/01 by Lina.Halper
- Undid previous propagating change of morphtarget - Refresh function
- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size
#code review: Rolando.Caloca
#jira: UE-33923
Change 3072062 on 2016/08/01 by Jurre.deBaare
Static Mesh Editor and Persona viewport are very dark
#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
#jira UE-33945
Change 3072061 on 2016/08/01 by Jurre.deBaare
Incorrect importing of morph target weights when setting the percentage bases option on import
#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
#jira UE-34003
Change 3072052 on 2016/08/01 by Chris.Babcock
Vulkan extension fixes for Android
#jira UE-32943
#ue4
#android
Change 3072039 on 2016/08/01 by Mitchell.Wilson
Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
#jira UE-33843
Change 3072003 on 2016/08/01 by Rob.Cannaday
Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
#jira UE-34008
Change 3071942 on 2016/08/01 by Matthew.Griffin
Adding feature pack for TP_VirtualRealityBP
Change 3071937 on 2016/08/01 by Max.Chen
Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.
#jira UE-32918
Change 3071932 on 2016/08/01 by Dmitry.Rekman
Linux: fix launch on (UE-33934)
#tests Tested launching on a native host.
#jira UE-33934
(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3071926 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed exponential slowdown when restoring selection states
#jira UE-33918
Change 3071917 on 2016/08/01 by Mitchell.Wilson
Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
#jira UE-15196
Change 3071914 on 2016/08/01 by Allan.Bentham
Fix for incorrect feature level when using networked PIE.
#jira UE-25807
Change 3071894 on 2016/08/01 by Andrew.Rodham
Sequence Recorder: CIS fix
#jira UE-31277
Change 3071884 on 2016/08/01 by phillip.patterson
Updated UMG_Invalidation.uasset to Include Combo Box Test
#jira UE-29618
Change 3071869 on 2016/08/01 by Mitchell.Wilson
Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
#jira UE-33714
Change 3071868 on 2016/08/01 by phillip.patterson
Added UMG_Invalidation.uasset for a test case
#jira UE-29618
Change 3071855 on 2016/08/01 by Jurre.deBaare
Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
#fix Recompiled zlib to be correct debug version
#jira UE-27576
Change 3071853 on 2016/08/01 by Jurre.deBaare
Fix issue with debug asserts not compiling correctly
#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
#jira UE-33989
Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt
Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue.
#jira UE-33013
Change 3071849 on 2016/08/01 by Tom.Looman
Resaved content files with engine version for VR Template
#jira ue-33325
Change 3071822 on 2016/08/01 by Mitchell.Wilson
Adding crosshair to WeapLauncher when not sighted in.
#jira UE-30617
Change 3071798 on 2016/08/01 by Andrew.Rodham
Sequencer: Fixed various issues to do with recording attached components
There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.
#jira UE-30574
#jira UE-31277
Change 3071789 on 2016/08/01 by Tom.Looman
Fixed warning of missing gamemode in VR Template.
#jira ue-33325
Change 3071787 on 2016/08/01 by Mitchell.Wilson
Cleared material interface on Neutral.uasset to resolve a warning.
#jira UE-33957
Change 3071784 on 2016/08/01 by Robert.Manuszewski
Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.
#jira UE-33692
#jira UE-33814
Change 3071746 on 2016/08/01 by Tom.Looman
Added config.ini for Feature Pack creation to VR Template
#jira ue-33325
Change 3071694 on 2016/08/01 by Robert.Manuszewski
Fixing crash after opening edit config data for remote build then packaging
#jira UE-33719
Change 3071660 on 2016/08/01 by Dmitriy.Dyomin
Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
#jira UE-30104
Change 3071657 on 2016/08/01 by Matthew.Griffin
Excluded TP_VirtualRealityBP Template from Mac Binary builds.
Change 3071651 on 2016/08/01 by Tom.Looman
Removed config.ini ref from content.txt
#jira UE-33325
Change 3071645 on 2016/08/01 by Jurre.deBaare
Merge Actor Tool missing option to deselect Export Specific LOD
#fix Added the ability to export a specific LOD or all LODs for the selected objects
#jira UE-33100
Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
#jira UE-29976
Change 3071608 on 2016/08/01 by Thomas.Sarkanen
Bringing hitch tracking fix over from Orion.
Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs
#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)
Change 3071606 on 2016/08/01 by Matthew.Griffin
Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
#jira UE-33959
Change 3071584 on 2016/08/01 by Matthew.Griffin
Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
#jira UE-23720
Change 3071479 on 2016/07/31 by Dmitriy.Dyomin
Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
Merged from Dev-Mobile CL# 3057039
#jira UE-32774
Change 3071478 on 2016/07/31 by Uriel.Doyon
Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
#jira UE-32585
Change 3071282 on 2016/07/30 by Max.Chen
Cine Camera Actor: CIS fix
#jira UE-33805
Change 3071272 on 2016/07/30 by Max.Chen
Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.
#jira UE-33805
Change 3071229 on 2016/07/30 by Ben.Marsh
Fix static analysis warning.
Change 3071077 on 2016/07/29 by Max.Chen
Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.
#jira UE-33432
Change 3071076 on 2016/07/29 by Max.Chen
Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.
#jira UE-33078
Change 3071070 on 2016/07/29 by Max.Chen
Sequence Recorder: Record actors as possessables
Added GetWorld() check when resolving bindings in case the world is being torn down.
Copy from Dev-Sequencer
#jira UE-33969
Change 3071069 on 2016/07/29 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
Change 3071058 on 2016/07/29 by Max.Chen
Sequencer: Tweak track colors
Audio track brighter
Transform, bool, event tracks less saturated
Recording subsection more saturated
Fade track gradient
Copy from Dev-Sequencer
#jira UE-33968
Change 3071057 on 2016/07/29 by Max.Chen
Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.
Copy from Dev-Sequencer
#jira UE-33967
Change 3071004 on 2016/07/29 by Lauren.Ridge
Fix for crash on color picker summon due to null SWindow #rb chris.gagnon
#jira UE-33966
Change 3070956 on 2016/07/29 by Chris.Babcock
Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
#jira UE-33607
#ue4
#android
Change 3070807 on 2016/07/29 by Nick.Darnell
Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.
#jira UE-30481
Change 3070779 on 2016/07/29 by Rob.Cannaday
Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
#jira UE-33922
Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#jira UE-33914
Change 3070764 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278. (resubmitted as edit)
#jira UE-20581
Change 3070757 on 2016/07/29 by Nick.Darnell
Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.
#jira UE-33450
Change 3070741 on 2016/07/29 by Phillip.Kavan
Back out previous submit (forgot to convert to edit).
#jira UE-20581
Change 3070737 on 2016/07/29 by Phillip.Kavan
[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.
Mirrored from CL# 3065278.
#jira UE-20581
Change 3070695 on 2016/07/29 by Ryan.Vance
#jira UE-32145
We were using the wrong texture format for the rift ogl bridge.
Removed derived ogl bridge destructor to fix assert.
Based on CL 3069701 from Oculus
Change 3070632 on 2016/07/29 by Mitchell.Wilson
Rebuilt lighting for SubwaySequencer
#jira UE-33564
Change 3070620 on 2016/07/29 by Chris.Babcock
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3070586 on 2016/07/29 by phillip.patterson
Updating Sequencer_Focus for test case
#jira UE-29618
Change 3070539 on 2016/07/29 by Jon.Nabozny
Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)
#jira UE-33463
Change 3070538 on 2016/07/29 by Mitchell.Wilson
Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
#jira UE-29730
Change 3070467 on 2016/07/29 by Lauren.Ridge
Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker
#jira UE-33920
#jira UE-33769
Change 3070460 on 2016/07/29 by Lauren.Ridge
Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker
#jira UE-32413
Change 3070455 on 2016/07/29 by Lauren.Ridge
Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker
#jira UE-33635
Change 3070404 on 2016/07/29 by John.Pollard
Fix: Console command "Open" crashes with dedicated server settings
#jira UE-32511
Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt
Fix incorrect tooltip for the lerp instruction in the material editor
#jira UE-33896
Change 3070376 on 2016/07/29 by Ryan.Vance
#jira UEVR-32
Support base and neo multi-view vertex shaders on ps4.
Compile both base and neo versions of the multi-view enabled vertex shaders.
Pack them together in the resulting shader code.
Unpack them and load the correct version when creating the vertex shader instance.
Change 3070345 on 2016/07/29 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3070315 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
Tested fix on xbox, PC and PS4, using QAGame
#jira UE-28592
Change 3070314 on 2016/07/29 by Ben.Woodhouse
(cherry picked from dev-rendering)
Fix div 0 in motion blur. This caused artifacts in some fairly common cases
#jira UE-32331
Change 3070272 on 2016/07/29 by Jon.Nabozny
Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.
#jira UE-33944
Change 3070235 on 2016/07/29 by Mitchell.Wilson
Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
#jira UE-32742
Change 3070221 on 2016/07/29 by Jurre.deBaare
HLOD: The forced viewing level slider does not stay in sync after building a cluster
#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
#jira UE-32187
Change 3070218 on 2016/07/29 by Jurre.deBaare
HLOD: Shadow logic in ALODActor is messed up
#fix Moved shadow determination logic
#jira UE-31753
Change 3070212 on 2016/07/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
#jira UE-30384
Change 3070176 on 2016/07/29 by Jurre.deBaare
Some post processing features in Preview Scene Settings do not update immediately
#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
#jira UE-33895
Change 3070175 on 2016/07/29 by Jurre.deBaare
Static Mesh Editor does not display Vertex Colors in Lit mode
#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
#jira UE-32977
Change 3070163 on 2016/07/29 by Chris.Wood
Changed log warnings to info when WinSAT assessment unavailable
[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
#jira UE-30198
trivial change
Change 3070154 on 2016/07/29 by Matthew.Griffin
Removed exceptions for IOS .a files now we are building code projects
Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
#jira UE-33868
Change 3070124 on 2016/07/29 by Alex.Delesky
#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.
Change 3070060 on 2016/07/29 by Chris.Wood
Fixed command line argument saved to crash reports and used to restart crash processes
[UE-30665] - CrashReporterClient send and restart does not reopen the project
#jira UE-30665
trivial re-add of a line lost in a confusing merge.
Change 3070035 on 2016/07/29 by Allan.Bentham
Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
Allows device profiles to disable vulkan and/or ES3.1.
#jira UE-33379
Change 3070027 on 2016/07/29 by Tom.Looman
Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)
#jira UE-33325
Change 3070009 on 2016/07/29 by James.Golding
Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
#jira UE-32395
Change 3070007 on 2016/07/29 by James.Golding
Fix highlight when searching Anim Curves
#jira UE-33073
Change 3070002 on 2016/07/29 by James.Golding
Fix complex collision drawing in StaticMesh Editor
#jira UE-33062
Change 3069998 on 2016/07/29 by Jon.Nabozny
Fix AShooterCharacter heavy breathing even when running but not moving.
#jira UE-32398
Change 3069980 on 2016/07/29 by James.Golding
Add UV support to ProcMeshComp collision
Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
Move ProceduralMeshComponent out of 'experimental'
#jira UE-29850, UE-33003
Change 3069970 on 2016/07/29 by James.Golding
Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
#jira UE-32819
Change 3069969 on 2016/07/29 by Andrew.Porter
Adding movie test content to NotForLicensee.
#jira UE-29618
Change 3069962 on 2016/07/29 by Chris.Wood
Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
#jira UE-31820
Affects Core and CrashReportClient.
Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
Added project-specific values to engine config with defaults set in BaseEngine.ini.
Added overrides to Orion config.
Change 3069908 on 2016/07/29 by Jurre.deBaare
Saving assets with UGS build, fixes build warnings
#jira UE-123
Change 3069889 on 2016/07/29 by Jurre.deBaare
Build fix for -game builds (missing WITH_EDITOR ifdef)
#jira UE-123
Change 3069877 on 2016/07/29 by Allan.Bentham
Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
Fixed issue that prevented settings editor saving out array property changes.
#jira UE-33379
Change 3069872 on 2016/07/29 by Jurre.deBaare
Added option to disable post processing option in preview scene
Inverted normals on the sky sphere (asset change)
Bad performance when changing (slider) values for the advanced preview scene
#fix Small optimizations and now only save the data on closing of the preview scene tab
#jira UE-33496
Persona floor offset not being correct
#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
#jira UE-32278
Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
#fix I will now hide the environment and O the floor
#jira UE-33498
Directional light rotation not saved with advanced preview scene profiles
#fix Now does :)
#jira UE-33619
Change 3069838 on 2016/07/29 by Luke.Thatcher
Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
#jira UE-33671
Change 3069440 on 2016/07/28 by patrickr.donovan
#jira UE-29618
Test content for AA and materials with tessellation enabled and absolute world position material function.
Change 3069148 on 2016/07/28 by Lina.Halper
Morphtarget deletion crash
#jira: UE-33851
#code review: Roalndo.caloca
Change 3069144 on 2016/07/28 by Michael.Trepka
Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj
#jira UE-31863
Change 3069021 on 2016/07/28 by Dmitry.Rekman
Linux: a number of small fixes from pull requests.
- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)
#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes.
#jira UE-24848
#jira UE-27742
#jira UE-27894
#jira UE-29781
#jira UE-30452
(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3068867 on 2016/07/28 by Mike.Fricker
Mesh Paint: Fixed various bugs
- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)
#jira UE-33554
#jira UE-33550
#jira UE-33551
#jira UE-33621
Change 3068758 on 2016/07/28 by Mitchell.Wilson
Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
#jira UE-33684
Change 3068733 on 2016/07/28 by Ori.Cohen
Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)
#JIRA UE-32630
Change 3068713 on 2016/07/28 by Lina.Halper
#Checking in Benn G's fix
Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).
#jira UE-33633
#code review: Benn.Gallagher
Change 3068580 on 2016/07/28 by John.Pollard
Disable hot reloading when using single process MP PIE
Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players
#jira UE-30516
Change 3068550 on 2016/07/28 by Jurre.deBaare
Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
#jira UE-31886
Change 3068549 on 2016/07/28 by Jurre.deBaare
Merged static meshes stop reaction to the Trace Complex on Move flag.
#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
#jira UE-30403
Change 3068548 on 2016/07/28 by Jurre.deBaare
Merge Actor tool can no longer merge just materials for an actor
#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
#jira UE-32797
Change 3068547 on 2016/07/28 by Jurre.deBaare
Make sure the advanced preview scene tab is shown by default
#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
#jira UE-33499
Change 3068546 on 2016/07/28 by Jurre.deBaare
Textures created from generating proxy meshes have incorrect compression format on tooltip
#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
#jira UE-30365
Change 3068543 on 2016/07/28 by Danny.Bouimad
#jira UE-29618
Made useability changes to the Phsyical Animation Profile Map
Change 3068407 on 2016/07/28 by Mitchell.Wilson
Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
#jira UE-33684
Change 3068403 on 2016/07/28 by Ben.Marsh
Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.
#jira UE-33459
Change 3068358 on 2016/07/28 by Martin.Wilson
Set default compression to NoClear as None is not a valid compression
#jira UE-31958
Change 3068346 on 2016/07/28 by Benjamin.Hyder
Updating TM-ContactShadows to include static meshes
#jira UE-29618
Change 3068336 on 2016/07/28 by Martin.Wilson
Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).
#jira UE-32101
Change 3068321 on 2016/07/28 by Martin.Wilson
Export bone selection widgets so that other modules can use them
#Jira UE-30361
Change 3068316 on 2016/07/28 by Martin.Wilson
Expose Root Motion Mode
#jira UE-14431
Change 3068307 on 2016/07/28 by Benjamin.Hyder
Rebuilding lighting in QA-Materials
#jira UE-29618
Change 3068299 on 2016/07/28 by Benjamin.Hyder
Renaming TM_Noise to TM-Noise
#jira UE-29618
Change 3068285 on 2016/07/28 by Martin.Wilson
Remove option to clear compression on animation sequences
#jira UE-31957
Change 3068282 on 2016/07/28 by Benjamin.Hyder
Re-Saving QA-Materials to remove log spam
#jira UE-29618
Change 3068271 on 2016/07/28 by Martin.Wilson
Add check to highlight recursion issue caused by game code
#jira UE-31417
Change 3068259 on 2016/07/28 by Jamie.Dale
Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types
#jira UE-31709
Change 3068257 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068204 on 2016/07/28 by Nick.Darnell
Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.
Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.
UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.
#jira UE-33845
Change 3068197 on 2016/07/28 by Martin.Wilson
Fix abstract notify state classes showing up in create menu
#jira UE-33864
Fix copy paste notifies introducing cross animation references
#jira UE-32801
Change 3068183 on 2016/07/28 by Matthew.Griffin
Remove hard coded staging for Crash Reporter and use its receipt instead
#jira UE-33800
Change 3068097 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
#jira UE-22679
Change 3068074 on 2016/07/28 by Matthew.Griffin
Added DDC nodes to list of content/shader modifiers for notifications
Change 3068053 on 2016/07/28 by Jack.Porter
After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components
#jira UE-5335
Change 3068043 on 2016/07/28 by Jack.Porter
Fix crash in mobile preview when selecting objects during shader compilation
#jira UE-33862
Change 3068031 on 2016/07/28 by Gareth.Martin
Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
#jira UE-33708
Change 3068030 on 2016/07/28 by Gareth.Martin
Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
#jira UE-20476
Change 3068029 on 2016/07/28 by Gareth.Martin
Fixed landscape "continuous" sculpting not working in multiple viewports
- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
#jira UE-32347
Change 3068013 on 2016/07/28 by Thomas.Sarkanen
Added a tick dependency for slave components
Ensures that slave components always get ticked after master components.
Prevents potential main thread stall updating morph targets in slave components.
#jira UE-23045 - Slave components could benefit from a tick dependency on master components
Change 3068011 on 2016/07/28 by Thomas.Sarkanen
Added space bar as a shortcut to play/pause animation playback in Persona
#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause
Change 3068009 on 2016/07/28 by Thomas.Sarkanen
Multi-arg console commands now accept string commands with or without quotes
Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
Removed old legacy code designed to fix trailing string params not being parsed correctly.
Updated some NULLs to nullptr.
#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks
Change 3067854 on 2016/07/28 by Dmitriy.Dyomin
Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
#jira UE-33440
Change 3067831 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Landscape GrassType does not have the option to exclude Decals
#jira UE-26669
Change 3067826 on 2016/07/28 by Dmitriy.Dyomin
Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
Also fixed Replace foliage type case
#jira UE-32010
Change 3067824 on 2016/07/28 by Dmitriy.Dyomin
Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
#jira UE-24767
Change 3067794 on 2016/07/27 by Jack.Porter
Expose Lighting Channels to Foliage and Landscape Grass
#jira UE-32794
Change 3067782 on 2016/07/27 by Jack.Porter
Fixed crash on device when playing sounds when packaged using Android_Multi
#jira UE-31981
Change 3067760 on 2016/07/27 by Jack.Porter
Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target
#jira UE-11756
Change 3067748 on 2016/07/27 by Dmitry.Rekman
Linux: fix packaged projects not being runnable (UE-33608).
- Added a shell script to run the binary.
#jira UE-33608
(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)
Change 3067512 on 2016/07/27 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements (first two items)
https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
Unshelved from pending changelist '3065760 (UE4/Dev-VR)
-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
-Known issue: some tracker location popping during reconnect. I will try to fix that next.
#jira UEVR-13
#review-3066558 @chad.taylor
Change 3067511 on 2016/07/27 by Jeff.Fisher
Duplicating 3058093 (UE4/Dev-VR)
Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
#jira UEVR-13
Change 3067488 on 2016/07/27 by Ori.Cohen
Make the UI more clear for which physical animation is currently being editted.
#JIRA UE-33332
Change 3067481 on 2016/07/27 by Chris.Babcock
AAR support and updating libraries:
- Google Play Games native C++ SDK 2.1
- Google Play Services 9.2.0
- android-support-v4.jar 23.0.0
#jira UEPLAT-1251
#jira UE-19190
#ue4
#android
Change 3067478 on 2016/07/27 by Ori.Cohen
Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings
#JIRA UE-33276, UE-33331
Change 3067474 on 2016/07/27 by Ori.Cohen
Make it so property index comes in on reset of array value and duplication (From Matt.K)
#JIRA UE-33276
Change 3067457 on 2016/07/27 by Ori.Cohen
Fix currently highlighted text in physics profiles being copied over when chaing current profile
#JIRA UE-33282
Change 3067451 on 2016/07/27 by Ori.Cohen
Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain
#JIRA UE-32531
Change 3067443 on 2016/07/27 by Ori.Cohen
Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
Mark the component as experimental and only expose valid functions into construction script
#JIRA UE-33656
Change 3067439 on 2016/07/27 by Ori.Cohen
Added more logging info for potential fixed framerate negative delta time crash
#JIRA UE-32219
Change 3067348 on 2016/07/27 by mason.seay
Updating map to have hit events test.
#jira UE-29618
Change 3067342 on 2016/07/27 by Mitchell.Wilson
Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
#jira UE-15698
Change 3067332 on 2016/07/27 by Dmitry.Rekman
Fix for libstdc++ problems (UE-33584).
#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.
#JIRA UE-33584
(Redoing CL 3065551 from Dev-Platform).
Change 3067262 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly
#tests: PIE/compile editor build/noneditor
#jira: UE-33477
Change 3067228 on 2016/07/27 by Lina.Halper
This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.
#jira: UE-29880
Change 3067168 on 2016/07/27 by Lina.Halper
DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
#jira: UE-33454
Change 3067162 on 2016/07/27 by Lina.Halper
pose asset source animation/animation asset preview pose now have proper skeleton filter
#jira: UE-32607
Change 3067160 on 2016/07/27 by Lina.Halper
Fix issue with preview curve not working when no asset
#jira: UE-33402
Change 3067138 on 2016/07/27 by Lina.Halper
DUPEFIX: Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3067129 on 2016/07/27 by Lina.Halper
DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
#tests: Jump_Recovery_Additive, PIE
#jira: UE-33477
Change 3067128 on 2016/07/27 by Michael.Trepka
Copy of CL 3062046
PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS
#jira UE-33683
Change 3067104 on 2016/07/27 by Lina.Halper
DUPEFIX: Support different samplerate for reimport with set range
#jira: UE-16027
Change 3067093 on 2016/07/27 by Lina.Halper
DUPE FIX: Fix baking is applied twice in the new created animation
#jira: UE-31120
Change 3067088 on 2016/07/27 by Lina.Halper
Fix issues with rename/delete of the curves
#jira: UE-33663, UE-33730, UE-33661, UE-33662
Change 3066795 on 2016/07/27 by Mark.Satterthwaite
Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
#jira UE-33778
Change 3066788 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3066338:
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066786 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3064743:
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira UE-33827
#jira FORT-27685
Change 3066768 on 2016/07/27 by samuel.proctor
Updated child blueprint used for profiler testing
#jira UE-29618
Change 3066733 on 2016/07/27 by samuel.proctor
Refreshed broken node in profiler test asset
#jira UE-29618
Change 3066670 on 2016/07/27 by Sam.Deiter
#Jira UEDOC-3139 Adding the blending tool tip images.
Change 3066669 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063329:
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3066668 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063327:
Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
#jira UE-32068
Change 3066625 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3062160:
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3066624 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3063328:
Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
#jira UE-33820
Change 3066589 on 2016/07/27 by Mark.Satterthwaite
Duplicate CL #3060590 to fix UE-33819:
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
#jira UE-33819
Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed Reset to default not updating when selecting new assets
#jira UE-33817
Change 3066509 on 2016/07/27 by mason.seay
Phys material needed for TM-SliceProcMesh
#jira UE-29618
Change 3066500 on 2016/07/27 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3066499 on 2016/07/27 by Jurre.deBaare
Map build should not generate empty HLOD folder in Editor
#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
#jira UE-29564
Change 3066498 on 2016/07/27 by Jurre.deBaare
HLOD outliner drag and drop operation can cause log spam
#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
#jira UE-32106
Change 3066485 on 2016/07/27 by Alan.Noon
Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
#jira UE-30564
Change 3066470 on 2016/07/27 by mason.seay
Test map and updating blueprint for slicing proc mesh
#jira UE-29618
Change 3066367 on 2016/07/27 by Matthew.Griffin
Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main
Change 3066337 on 2016/07/27 by Matthew.Griffin
Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39
Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive
Change 3066158 on 2016/07/27 by Ben.Marsh
Reverting assets causing warning, via integration from //UE4/Main.
Change 3065651 on 2016/07/26 by Ben.Marsh
Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14
Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.
Change 3065650 on 2016/07/26 by Ben.Marsh
Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04
Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor
Change 3065649 on 2016/07/26 by Ben.Marsh
Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18
Sequencer: Revert 3057233 because it breaks sequence recording.
Copy from Dev-Sequencer
#jira UE-33569
Change 3065308 on 2016/07/26 by Ben.Marsh
Fix failure to parse EC settings for 4.13 branch.
Change 3065235 on 2016/07/26 by Ben.Marsh
Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.
[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
if ( Montage & & Montage - > SequenceLength > 0.0f )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
MontagePreviewType = EMPT_AllSections ;
2015-09-11 10:26:57 -04:00
// since this is preview, we would like not to blend in
// just hard stop here
Montage_Stop ( 0.0f , Montage ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
Montage_Play ( Montage , Proxy . GetPlayRate ( ) ) ;
MontagePreview_SetLoopAllSections ( Proxy . IsLooping ( ) ) ;
2014-03-14 14:13:41 -04:00
MontagePreview_JumpToPreviewStart ( ) ;
MontagePreview_RemoveBlendOut ( ) ;
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
Proxy . SetPlaying ( bPlay ) ;
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465)
#lockdown Nick.Penwarden
Change 3110660 on 2016/9/1 by Andrew.Grant
Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).
#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(
Change 3106649 on 2016/08/30 by Cody.Haskell
#Orion
- Input Axis Work
#rb DanH
#tests PIE
Change 3106299 on 2016/08/30 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 31.2 @ CL 3105865
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3106213 on 2016/08/30 by Ben.Marsh
BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.
#rb none
#tests preflight
Change 3105994 on 2016/08/30 by Martin.Wilson
Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)
#jira UE-35289
#rb Thomas.Sarkanen
#tests Tested UI in editor
Change 3105331 on 2016/08/29 by Uriel.Doyon
Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
#rb marcus.wassmer
#tests launched editor and played game
#jira OR-25814
Change 3105143 on 2016/08/29 by Josh.Markiewicz
#UE4 - added assert when histogram input parameters don't match
#rb none
#tests launched/ran/won game golden path
#codereview dmitry.rekman, michael.noland, bart.bressler
Change 3104976 on 2016/08/29 by Jon.Lietz
pickup refector
- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
- All pickups now use the pick up manager, consolidated all pick up code into the manager.
- added to the XP set so we can define the CXP bounty for targets.
#RB Dave.Ratti
#tests Bot match, test maps, spawning coins and pickups.
Change 3103480 on 2016/08/26 by Josh.Markiewicz
#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
#rb none
#tests golden path matchmaking
#codereview paul.moore, eric.newman
Change 3103410 on 2016/08/26 by Max.Chen
Movie Capture: Fix commandline burnin option.
#rb none
#tests Render movie with commandline -UseBurnIn=yes option.
Change 3102134 on 2016/08/25 by Brian.Karis
Fix for HDR output exposure. Added 1000nit output option.
#rb marcus
#tests agora
Change 3101276 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_31 - Merging CL 3100347 (head revision of 2 files :o )
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3101267 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_DUI - Integrating Media changes from 4.13 (head revision)
#RB:none
#Tests:none
/Engine/Plugins/Media
/Engine/Source/Runtime/Media
/Engine/Source/Runtime/MediaAssets
[CodeReviewed] matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100378 on 2016/08/24 by John.Pollard
Fix a crash that can occur when scrubbing in replays
#codereview David.Ratti
#tests Replays
#rb DavidR
This is the output:
[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage
Change 3100375 on 2016/08/24 by Laurent.Delayen
Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).
#rb none
#codereview lina.halper
#tests Tacticia's RMB Targeting
Change 3100278 on 2016/08/24 by Laurent.Delayen
Fix for fast path struct copy being broken for FVectors.
#rb lina.halper
#codereview thomas.sarkanen
#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping
Change 3100161 on 2016/08/24 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix issue with refresh viewer command failing due to backend congestion
#rb RyanG
#tests Replays
Change 3100114 on 2016/08/24 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3098849
#RB:none
#Tests:none
#CodeReview: kerrington.smith, matt.schembari
#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100015 on 2016/08/24 by Michael.Noland
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
#rb Aaron.McLeran
[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
#tests Compiled and ran a golden path match with headphones on
Change 3100012 on 2016/08/24 by Michael.Noland
UE-34951 - Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#rb marc.audy
[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
#tests Compiled and ran a golden path match with headphones on
Change 3099889 on 2016/08/24 by Max.Chen
Sequencer: Added command line option to enable burnin
#rb none
#tests Render movie from command line wtih -UseBurnIn=yes
Change 3099801 on 2016/08/24 by Lina.Halper
Removed unnecessary comment
#rb: none
#code review: Benn.Gallagher
#tests: compile
Change 3099787 on 2016/08/24 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#http
- fix for cancelled requests that have not been started never triggering a completion delegate
- fixes soft lock when handling disconnects during login
OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting
#rb josh.markiewicz, alex.fennell
#tests none
#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3099252 on 2016/08/24 by Lina.Halper
Fixed menu text
#rb: none
#code review: Thomas.Sarkanen
#tests: open editor and create child montage and replaced the animation
Change 3099251 on 2016/08/24 by Lina.Halper
Deterministic cooking of skeleton
- abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked
#jira: UE-34834
#rb: Martin.Wilson
#tests: cooking orion and make sure it works
Change 3098504 on 2016/08/23 by Bart.Bressler
Add server time between sending packets monitoring histogram
#rb dmitry.rekman
#tests ran server locally and made sure analytics events were sent
Change 3098494 on 2016/08/23 by Michael.Noland
Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
#codereview ben.salem, gil.gribb
#rb none
Change 3098491 on 2016/08/23 by Mieszko.Zielinski
Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4
#rb Lukasz.Furman
#test golden path
Change 3098070 on 2016/08/23 by Lina.Halper
Fix crash with UI update reconstructing
- will have to come up with a better solution than this.
#rb: Martin.Wilson
#tests: child anim montage
Change 3097914 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
Merging CL #3097879
from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...
#Analytics #OSS: Adjusted cohort selection algorithm and test cases
[CodeReviewed]: Philip.Buuck
#TESTS: unit tests
#RB: none
#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097745 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Megre 30.2/31 @ CL 3096895
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097722 on 2016/08/23 by Chris.Bunner
Update texture expression properties before triggering parent material recompile.
#rb John.Billon
#tests Editor replace references, Golden path
#jira OR-27531
Change 3097694 on 2016/08/23 by Lina.Halper
#Child Anim Montage
- Duplicate from parent of the information it cares to get
- Currently it is selective on copying what data
- Modified GetAllAnimationSequencesReferred to get a partial data
- Added ParentAsset/AssetMappingTable in AnimationAsset
- Sequence Browser opening would also add to history
- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on
#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
#rb:Martin.Wilson
#tests: creating child montage, editing, lots of UI functionality, notifies placement
Change 3097513 on 2016/08/23 by Thomas.Sarkanen
Non-POD structs can now be copied using the fast path
We now always use CPP struct ops to perform copies when dealing with struct properties.
#jira UE-34571 - Support struct member access on AnimBP fast path
#rb Laurent.Delayen
#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.
Change 3096729 on 2016/08/22 by Mieszko.Zielinski
Fixes to EQS scoring function preview #UE4
#rb Lukasz.Furman
#test golden path
Change 3096596 on 2016/08/22 by Jason.Bestimt
#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)
#RB:none
#Tests:none
#CodeReview: matt.schembari, max.preussner
#R@BOMERGE: MAIN
Change 3096550 on 2016/08/22 by Jurre.deBaare
Fix for HLOD dirty clusters PIE warning message
#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
#rb none
Change 3096532 on 2016/08/22 by Mieszko.Zielinski
Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4
As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized
#codereview Lukasz.Furman
#rb none
#test golden path
Change 3096455 on 2016/08/22 by Jason.Bestimt
#R@BOMERGE-AUTHOR: keli.hlodversson
#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
#RB David.Nikdel
#TESTS none
#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3096316 on 2016/08/22 by Sammy.James
Resave to fix log warnings.
BPC changes to ensure type saves.
#rb #tests editor
Change 3096040 on 2016/08/22 by bruce.nesbit
Revised fix for landscape crash
#rb GarethM
#tests Game
#codereview Bart.Bressler
Change 3096015 on 2016/08/22 by bruce.nesbit
Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server
#rb none
#tests game
#codereview Bart.Bressler
Change 3095578 on 2016/08/19 by Mieszko.Zielinski
Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4
This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor
#rb none
#test golden path
#codereview Lukasz.Furman
Change 3095397 on 2016/08/19 by Lina.Halper
Fix issue with crash when deleting all segment
#rb: Laurent.Delayen
#tests: delete segment and make sure it doesn't crash
#jira: UE-34830
Change 3095060 on 2016/08/19 by Bart.Bressler
Don't load ULandscapeComponent objects on dedicated servers to save memory.
#tests cooked server data and played a Solo vs. AI game
#rb gareth.martin
#codereview james.golding
Change 3095037 on 2016/08/19 by Lina.Halper
Potential fix with montage trigger ensure on marker sync group
#jira: OR-27685
#rb: Benn.Gallagher
#code review: Martin.Wilson
#tests: attack primhelilx with knock up
Change 3094962 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
#RB: None
#TESTS: test suite in source
[CodeReviewed]: Philip.Buuck
#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094950 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merge #UE4 - Made FMD5 const-correct
#RB: none
#TEST: none
#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094619 on 2016/08/19 by Lina.Halper
#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#rb: Benn.Gallagher
#jira : UE-34886
#tests: cooking infiltrator that showed same issue and run game.
Change 3094532 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3094498
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3093260 on 2016/08/18 by Josh.Markiewicz
#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
- removed unnecessary cast
#rb bart.bressler
#codereview bart.bressler, rob.cannaday
#tests launched game, some basic party testing
Change 3093224 on 2016/08/18 by Josh.Markiewicz
#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
#rb paul.moore
#codereview anthony.carter
#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining
Change 3092597 on 2016/08/17 by Daniel.Lamb
Added Ben Crocker to the rebuild lighting emails.
#rb Trivial
#Test none
Change 3092063 on 2016/08/17 by andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb #tests none
Change 3091081 on 2016/08/16 by Jurre.deBaare
Fixing non-Editor build errors
#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
#tests Build Editor + Game
#rb none
Change 3091009 on 2016/08/16 by Mieszko.Zielinski
Added a way to configure a map to not spawn AISystem instance at all #UE4
#rb none
#test golden path
Change 3090932 on 2016/08/16 by Michael.Noland
Vixen: Added indication to the analytics and FPS charts
#rb marcus.wassmer
#tests Compiled for the platform
Change 3090844 on 2016/08/16 by Laurent.Delayen
Replicated CL 3090734 from Fortnite.
---
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
#codereview john.abercrombie
#rb none
#tests golden path
Change 3090832 on 2016/08/16 by Michael.Noland
Windows: Fixed a whitespace issue
#rb none
#tests Compiled for windows
Change 3090688 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb none
#tests built
#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3090547 on 2016/08/16 by Jurre.deBaare
Need a warning message similar to lighting unbuilt when HLOD cluster is not built
#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
#jira UE-34335
#rb none
#codereview Michael.Noland
#tests pie Agora with and without dirty HLOD clusters
Change 3090285 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3090267
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3089413 on 2016/08/15 by paul.mader
Agora 2.0 assets
Change 3089266 on 2016/08/15 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
#rb none
#tests Convert steel to possessable in Gameplay_PS4 map.
Change 3089136 on 2016/08/15 by Mieszko.Zielinski
Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4
#rb Lukasz.Furman
#codereview Dan.Youhon
#test golden path
Change 3089118 on 2016/08/15 by Mieszko.Zielinski
Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4
#rb none
#test golden path
Change 3088976 on 2016/08/15 by Andrew.Grant
Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
Removed superflous /Os from VC debugg settings
#rb none
#tests verified module built with 'Never' on PS4/Win is built without optimizations.
#codereview Marcus.Wassmer, Ben.Marsh
Change 3088830 on 2016/08/15 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3088807
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3088597 on 2016/08/14 by Jason.Bestimt
#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)
#RB:none
#Tests:none
#CodeReview: andrew.grant, david.ratti, matt.schembari
Change 3087827 on 2016/08/12 by Bart.Bressler
Updates to skeletal mesh memory saving on dedicated server
#rb lina.halper
#tests Cooked server data, played a game for a while in Solo vs. AI
Change 3087351 on 2016/08/12 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
#jira OR-27406
#rb RyanG
#tests Replays
Change 3087118 on 2016/08/12 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3086747
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3086176 on 2016/08/11 by Marcus.Wassmer
Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
#rb Rolando.Caloca
#tests Broken PS4 content before/after
Change 3085992 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Unclog R@BOMERGE
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3085911 on 2016/08/11 by Laurent.Delayen
Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex
#rb none
#tests Orientation Warping
Change 3085614 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3085547
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3084507 on 2016/08/10 by Marcus.Wassmer
Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
#rb none
#tests paragon ps4/vixen
#codereview Olaf.Piesche
Change 3084136 on 2016/08/10 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3083799
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083424 on 2016/08/09 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#tests Use sequence recorder to record a skeletal mesh actor
#rb none
Change 3083134 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#online,store,ps4
- creating one offer entry per entitlement
#rb david.nikdel, ian.fox
#tests MTX purhcase on PS4
#lockdown: andrew.grant
#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083069 on 2016/08/09 by Marcus.Wassmer
Vixen scalability changes
#rb Michael.Noland
#tests vixen/ps4
#codereview jordan.walker
Change 3083063 on 2016/08/09 by Marcus.Wassmer
Most games will probably run out of memory if setup to do auto-4k.
Make this a setting that's off by default.
#rb Michael.Noland
#codereview Luke.Thatcher, Lee.Clark
#tests vixen on 4k.
Change 3082778 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
#rb none
#tests Agora on vixen.
Change 3082772 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for detail mode reregistration (3065543)
#rb none
#tests Toggled detail mode, observe proper items spawning
Change 3082765 on 2016/08/09 by Marcus.Wassmer
Don't crash when trying to use windowed vsync on vixen
#rb Michael.Noland
#test ran paragon on vixen
#codereview Luke.Thatcher,Lee.Clark
Change 3082764 on 2016/08/09 by Marcus.Wassmer
fix HLOD distance scale not working properly when components are re-registered.
#rb michael.noland
#codereview jurre.debarre
#tests setting multiple times, setting on boot via deviceprofile
Change 3082429 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-30.1 to Main (//Orion/Main)
Change: 3082419
#online,store,PS4
OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen
- added config option for toggling store on PS4
[OnlineSubsystemPS4]
bStoreEnabled=true
- can also override via title specific json values in <titleid>\title.json
allow_mtx=true
[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
#lockdown: andrew.grant
#rb none
#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)
#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3082194 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3082105
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080984 on 2016/08/08 by Lina.Halper
Issue with not being able to set static animation data via BP
- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.
#rb: Martin.Wilson
#tests: Sword Beauty map
Change 3080665 on 2016/08/08 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3080081
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080565 on 2016/08/08 by Laurent.Delayen
Fix for curve values during URO interpolation.
Fixes flashing of materials and Twinblast's ult weapon.
https://jira.ol.epicgames.net/browse/OR-27107
https://jira.ol.epicgames.net/browse/OR-24358
#rb lina.halper, martin.wilson
#tests Twinblast's ult and Coil's primary.
Change 3079832 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: marcus.wassmer
Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
#rb none
[CodeReviewed] Chris.Wood
#tests checked crashcontext on PC/PS4
#lockdown Andrew.Grant
#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3079045 on 2016/08/05 by Lina.Halper
Adding more log to figure out why ActivePlayers.Count becomes inconsistent.
#rb: Martin.Wilson
#tests: PIE with bots
Change 3078944 on 2016/08/05 by Rolando.Caloca
O - Update blacklisted driver
#jira OR-27051
#rb Marcus.Wassmer
#tests Run with AMD card
Change 3078735 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3078670
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3078122 on 2016/08/04 by Dmitry.Rekman
Linux: treat abort() / SIGABRT as crash.
- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
- Rewrote RequestExit() because it used abort() itself.
- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.
#rb Mark.Satterthwaite
#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant
#tests Ran Linux server, crashed using different methods.
Change 3077887 on 2016/08/04 by Dmitry.Rekman
Initialize StackCount to 0 (kills valgrind warning).
#rb David.Ratti
#codereview David.Ratti
#tests Ran Linux server.
Change 3077257 on 2016/08/04 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3077193
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3077242 on 2016/08/04 by Dmitry.Rekman
Linux: stop heartbeat thread before handling the crash.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski, Andrew.Grant
#tests Compiled and ran Linux server, crashed it.
Change 3076676 on 2016/08/03 by Dmitry.Rekman
Linux: print details about memory access (read or write).
- Also print all the 16 digits of the pointer.
- Read/write detection only implemented for x86_64.
#rb Andrew.Grant
#codereview Andrew.Grant
#tests Compiled (natively) and ran Linux server.
Change 3076675 on 2016/08/03 by Dmitry.Rekman
Print a bit more info about the array in assert.
#rb Andrew.Grant
#codereview Andrew.Grant
#test Compiled and ran Linux server.
Change 3076010 on 2016/08/03 by Laurent.Delayen
Moved OrionAnimNode_LegIK from Paragon to Engine.
#codereview lina.halper
#rb none
#tests Grim.exe + Iggy & Scorch
Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt
Reimplemented 3070766 for Orion:
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#rb none
#tests none
Change 3075446 on 2016/08/03 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3075422
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3075394 on 2016/08/03 by HaarmPieter.Duiker
Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
#rb marcus.wassmer
#tests post process color correction
Change 3074314 on 2016/08/02 by Dmitry.Rekman
Linux: change optimization from -O2 to -O1 (temporarily?).
- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
- Also adds a line to UBT output during compilation to draw attention.
#rb Michael.Noland
#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
#tests Compiled and ran Linux server.
Change 3073553 on 2016/08/02 by jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3073360
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3073505 on 2016/08/02 by Daniel.Lamb
Added cook modification delegate stats to cooker stats.
#rb Wes.Hunt
#test cook paragon.
Change 3072440 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.
#rb none
#tests SHIPPING
Change 3072259 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.
#rb Michael.Noland
#tests PIE
Change 3071908 on 2016/08/01 by John.Pollard
Fix null reference crash
#rb DavidR
#tests Live game + replays
Change 3071876 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#rb none
#tests FN + Paragon live game + replays
#codereview Andrew.Grant
Change 3071875 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Finalize replay version system
* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071874 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix gameplay tags to work better with backwards compatibility in replays
* We use the net field export group system in the package map to export tag names as a packed index
* This will allow us to see the names of tags that no longer exists on the remote side
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071776 on 2016/08/01 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3071738
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3071258 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.
#rb none
#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.
Change 3071099 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.
#rb none
#tests ran paragon with change and noticed no change in audio quality
Change 3070916 on 2016/07/29 by Andrew.Grant
Missed file!
#rb #tests na
Change 3070915 on 2016/07/29 by Andrew.Grant
Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
#rb none
#tests Engine QA, Orion QA smoke
Change 3070576 on 2016/07/29 by Uriel.Doyon
Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
#review-3070386 @marcus.wassmer
#jira OR-25941
#rb marcus.wassmer
#tests Run Game on PS4, and in editor
Change 3070086 on 2016/07/29 by Martin.Wilson
Fixed ensure triggering during sequencer playback due to double update.
#jira UE-33938
#rb Thomas.Sarkanen
#tests opened affected asset and verified problem no longer occured
Change 3070016 on 2016/07/29 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30 @ CL 3069935
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3069435 on 2016/07/28 by Ian.Fox
#Orion, #Mcp - Check if Price Engine is configured before attempting query
#rb Sam.Zamani
#tests none
#codereview Sam.Zamani
Change 3069381 on 2016/07/28 by Michael.Noland
Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
#rb nick.penwarden
#tests Loaded Paragon cine asset that was crashing
#codereview lina.halper, martin.wilson
Change 3069203 on 2016/07/28 by Dmitry.Rekman
Headless client: do not draw windows.
- Disables a bunch of code, including reaching into font cache to estimate width.
- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).
#rb Nick.Atamas
#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem
#tests Compiled and ran Orion Linux client.
Change 3069181 on 2016/07/28 by Lina.Halper
Fix struct redirector for Orion anim node moving to engine
#rb: Maciej.Mroz
#code review:Laurent.Delayen
#tests: editor loading the anim BP that caused the name conversion
Change 3069092 on 2016/07/28 by Aaron.McLeran
OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
- Not all active sounds have sound classes, was causing a crash
#codereview marc.audy
#rb zabir.hoque
#tests Run game with stat soundcues and not crash
Change 3068969 on 2016/07/28 by David.Ratti
Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.
#rb none
#tests compile
Change 3068902 on 2016/07/28 by David.Ratti
Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
#rb none
#tests compile
Change 3068831 on 2016/07/28 by Aaron.McLeran
OR-26417 Reverb is too loud in-game in Dev-General
- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.
#rb Jeff.Campeau
#tests run a map with no reverb audio volume and reverb is not super wet
Change 3068529 on 2016/07/28 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config)
#RB: none
#TESTS: none
#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3068399 on 2016/07/28 by Andrew.Rodham
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira OR-25769
#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
#rb Benn.Gallagher
Change 3068138 on 2016/07/28 by Marcus.Wassmer
Disable mallocleak testing by default
#rb none
#test none
Change 3068121 on 2016/07/28 by Marcus.Wassmer
Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
#rb Robert.Manuszewski
#tests stack tracing / symbolication with mallocleak on windows.
Change 3068119 on 2016/07/28 by Marcus.Wassmer
Fix MallocLeakProxy deadlock
#rb Robert.Manuszewski
#tests mallocleak start/stop/dump on windows
Change 3067752 on 2016/07/27 by Michael.Noland
Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code
Upgrade Notes:
- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)
Paragon:
- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.
#rb dmitry.rekman
#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
#review-3067607 @Dmitry.Rekman, @Bob.Tellez
#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI
Change 3067654 on 2016/07/27 by Michael.Noland
FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.
#rb steve.robb
#jira UE-31959
[duplicating CL# 3039827]
#tests Tried moving a folder in the editor
Change 3067644 on 2016/07/27 by Aaron.McLeran
OR-24537 Looping audio sometimes persists in Agora
Adding stopping sounds if audio component is destroyed while playing a looping sound
#rb jeff.campeau
#tests audio component stops looping sound if audio component is destroyed prematurely
Change 3067560 on 2016/07/27 by Aaron.McLeran
OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters
- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
- Don't call EnsureCompletion on pending async tasks on teardown
#rb Jeff.Campeau
#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions
Change 3067420 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge 29.2/30 @ CL 3067312
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067316 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3065602
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari
#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067025 on 2016/07/27 by Michael.Noland
Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
#rb none
#tests Compiled
Change 3067020 on 2016/07/27 by Michael.Noland
Core: Various improvements to FHistogram and split it out into separate files
- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
- Added O(1) getters for total sample counts and sum of all measurements
- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
- Added support for specifying explicit histogram bucket thresholds
#rb dmitry.rekman
#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage
Change 3066681 on 2016/07/27 by Frank.Gigliotti
Camera anim field of view fix;
* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.
* Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees.
#RB None
#CodeReview Jeff.Farris
#Tests Multiple camera animations in PIE
Change 3066508 on 2016/07/27 by Lina.Halper
Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#rb: Martin.Wilson
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
Change 3066246 on 2016/07/27 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Fix for non-unity error
#rb none
#tests compiled
#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3066167 on 2016/07/27 by Benn.Gallagher
Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
#rb Ori.Cohen
#tests Editor, PIE, Applying clothing to characters.
Change 3065868 on 2016/07/27 by Michael.Noland
Blueprints: Fixing non-editor build (missing WITH_EDITOR)
#rb none
#tests Compiled PS4
Change 3065749 on 2016/07/26 by Michael.Noland
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
#codereview mike.beach, marc.audy
#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
#rb Phillip.Kavan
Change 3065706 on 2016/07/26 by Josh.Markiewicz
#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
- fixed non shipping cmd line override to be correct
#rb none
#codereview andrew.grant, paul.moore
#tests none
Change 3065359 on 2016/07/26 by Rob.Cannaday
Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit.
Break up calls in batches of 100 ids.
#jira OR-20674
#rb ian.fox
#tests login to front end with PC, PS4. forced tests to simulate > 100 requests.
Change 3065197 on 2016/07/26 by Bart.Bressler
Change how PS4 sessions work:
- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
- Added comments, other misc. code cleanup.
#rb josh.markiewicz, sam.zamani, rob.cannaday
#tests created cross play parties with multiple pc + ps4 players
#jira OR-20332
Change 3065158 on 2016/07/26 by Lina.Halper
Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#rb: Martin.Wilson
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3064735 on 2016/07/26 by Dmitry.Rekman
Linux: added WebRTC libs.
- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).
#rb none
#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.
(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064727 on 2016/07/26 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb none
#tests Compiled and ran Linux server and Linux client.
(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064725 on 2016/07/26 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064572 on 2016/07/26 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3064545
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3064523 on 2016/07/26 by Jon.Lietz
Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.
#RB none
#tests BP compiles and stays not dirty
#codereview dave.ratti@epicgames.com
[CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
FAnimMontageInstance * MontageInstance = GetActiveMontageInstance ( ) ;
if ( MontageInstance )
{
MontageInstance - > SetWeight ( 1.0f ) ;
MontageInstance - > bPlaying = Proxy . IsPlaying ( ) ;
}
2014-03-14 14:13:41 -04:00
}
}
void UAnimPreviewInstance : : MontagePreview_SetLoopNormal ( bool bIsLooping , int32 PreferSectionIdx )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
MontagePreview_ResetSectionsOrder ( ) ;
if ( PreferSectionIdx = = INDEX_NONE )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
PreferSectionIdx = Montage - > GetSectionIndexFromPosition ( Proxy . GetCurrentTime ( ) ) ;
2014-03-14 14:13:41 -04:00
}
int32 TotalSection = Montage - > CompositeSections . Num ( ) ;
if ( TotalSection > 0 )
{
int PreferedInChain = TotalSection ;
TArray < bool > AlreadyUsed ;
AlreadyUsed . AddZeroed ( TotalSection ) ;
while ( true )
{
// find first not already used section
int32 NotUsedIdx = 0 ;
while ( NotUsedIdx < TotalSection )
{
if ( ! AlreadyUsed [ NotUsedIdx ] )
{
break ;
}
+ + NotUsedIdx ;
}
if ( NotUsedIdx > = TotalSection )
{
break ;
}
// find if this is one we're looking for closest to starting one
int32 CurSectionIdx = NotUsedIdx ;
int32 InChain = 0 ;
while ( true )
{
// find first that contains this
if ( CurSectionIdx = = PreferSectionIdx & &
InChain < PreferedInChain )
{
PreferedInChain = InChain ;
PreferSectionIdx = NotUsedIdx ;
}
AlreadyUsed [ CurSectionIdx ] = true ;
FName NextSection = Montage - > CompositeSections [ CurSectionIdx ] . NextSectionName ;
CurSectionIdx = Montage - > GetSectionIndex ( NextSection ) ;
if ( CurSectionIdx = = INDEX_NONE | | AlreadyUsed [ CurSectionIdx ] ) // break loops
{
break ;
}
+ + InChain ;
}
// loop this section
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
SetMontageLoop ( Montage , Proxy . IsLooping ( ) , Montage - > CompositeSections [ NotUsedIdx ] . SectionName ) ;
2014-03-14 14:13:41 -04:00
}
if ( Montage - > CompositeSections . IsValidIndex ( PreferSectionIdx ) )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
SetMontageLoop ( Montage , Proxy . IsLooping ( ) , Montage - > CompositeSections [ PreferSectionIdx ] . SectionName ) ;
2014-03-14 14:13:41 -04:00
}
}
}
}
void UAnimPreviewInstance : : MontagePreview_SetLoopAllSetupSections ( bool bIsLooping )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
MontagePreview_ResetSectionsOrder ( ) ;
int32 TotalSection = Montage - > CompositeSections . Num ( ) ;
if ( TotalSection > 0 )
{
FName FirstSection = Montage - > CompositeSections [ 0 ] . SectionName ;
FName PreviousSection = FirstSection ;
TArray < bool > AlreadyUsed ;
AlreadyUsed . AddZeroed ( TotalSection ) ;
while ( true )
{
// find first not already used section
int32 NotUsedIdx = 0 ;
while ( NotUsedIdx < TotalSection )
{
if ( ! AlreadyUsed [ NotUsedIdx ] )
{
break ;
}
+ + NotUsedIdx ;
}
if ( NotUsedIdx > = TotalSection )
{
break ;
}
// go through all connected to join them into one big chain
int CurSectionIdx = NotUsedIdx ;
while ( true )
{
AlreadyUsed [ CurSectionIdx ] = true ;
FName CurrentSection = Montage - > CompositeSections [ CurSectionIdx ] . SectionName ;
Montage_SetNextSection ( PreviousSection , CurrentSection ) ;
PreviousSection = CurrentSection ;
FName NextSection = Montage - > CompositeSections [ CurSectionIdx ] . NextSectionName ;
CurSectionIdx = Montage - > GetSectionIndex ( NextSection ) ;
if ( CurSectionIdx = = INDEX_NONE | | AlreadyUsed [ CurSectionIdx ] ) // break loops
{
break ;
}
}
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
if ( Proxy . IsLooping ( ) )
2014-03-14 14:13:41 -04:00
{
// and loop all
Montage_SetNextSection ( PreviousSection , FirstSection ) ;
}
}
}
}
void UAnimPreviewInstance : : MontagePreview_SetLoopAllSections ( bool bIsLooping )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
2014-03-14 14:13:41 -04:00
int32 TotalSection = Montage - > CompositeSections . Num ( ) ;
if ( TotalSection > 0 )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
if ( Proxy . IsLooping ( ) )
2014-03-14 14:13:41 -04:00
{
for ( int i = 0 ; i < TotalSection ; + + i )
{
Montage_SetNextSection ( Montage - > CompositeSections [ i ] . SectionName , Montage - > CompositeSections [ ( i + 1 ) % TotalSection ] . SectionName ) ;
}
}
else
{
for ( int i = 0 ; i < TotalSection - 1 ; + + i )
{
Montage_SetNextSection ( Montage - > CompositeSections [ i ] . SectionName , Montage - > CompositeSections [ i + 1 ] . SectionName ) ;
}
Montage_SetNextSection ( Montage - > CompositeSections [ TotalSection - 1 ] . SectionName , NAME_None ) ;
}
}
}
}
void UAnimPreviewInstance : : MontagePreview_ResetSectionsOrder ( )
{
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
int32 TotalSection = Montage - > CompositeSections . Num ( ) ;
// restore to default
for ( int i = 0 ; i < TotalSection ; + + i )
{
Montage_SetNextSection ( Montage - > CompositeSections [ i ] . SectionName , Montage - > CompositeSections [ i ] . NextSectionName ) ;
}
}
}
int32 UAnimPreviewInstance : : MontagePreview_FindFirstSectionAsInMontage ( int32 ForSectionIdx )
{
int32 ResultIdx = ForSectionIdx ;
// Montage does not have looping set up, so it should be valid and it gets
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
TArray < bool > AlreadyVisited ;
AlreadyVisited . AddZeroed ( Montage - > CompositeSections . Num ( ) ) ;
bool bFoundResult = false ;
while ( ! bFoundResult )
{
int32 UnusedSectionIdx = INDEX_NONE ;
for ( int32 Idx = 0 ; Idx < Montage - > CompositeSections . Num ( ) ; + + Idx )
{
if ( ! AlreadyVisited [ Idx ] )
{
UnusedSectionIdx = Idx ;
break ;
}
}
if ( UnusedSectionIdx = = INDEX_NONE )
{
break ;
}
// check if this has ForSectionIdx
int32 CurrentSectionIdx = UnusedSectionIdx ;
while ( CurrentSectionIdx ! = INDEX_NONE & & ! AlreadyVisited [ CurrentSectionIdx ] )
{
if ( CurrentSectionIdx = = ForSectionIdx )
{
ResultIdx = UnusedSectionIdx ;
bFoundResult = true ;
break ;
}
AlreadyVisited [ CurrentSectionIdx ] = true ;
FName NextSection = Montage - > CompositeSections [ CurrentSectionIdx ] . NextSectionName ;
CurrentSectionIdx = Montage - > GetSectionIndex ( NextSection ) ;
}
}
}
return ResultIdx ;
}
int32 UAnimPreviewInstance : : MontagePreview_FindLastSection ( int32 StartSectionIdx )
{
int32 ResultIdx = StartSectionIdx ;
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
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
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( UAnimMontage * Montage = Cast < UAnimMontage > ( CurrentAsset ) )
2014-03-14 14:13:41 -04:00
{
if ( FAnimMontageInstance * CurMontageInstance = GetActiveMontageInstance ( ) )
{
int32 TotalSection = Montage - > CompositeSections . Num ( ) ;
if ( TotalSection > 0 )
{
TArray < bool > AlreadyVisited ;
AlreadyVisited . AddZeroed ( TotalSection ) ;
int32 CurrentSectionIdx = StartSectionIdx ;
while ( CurrentSectionIdx ! = INDEX_NONE & & ! AlreadyVisited [ CurrentSectionIdx ] )
{
AlreadyVisited [ CurrentSectionIdx ] = true ;
ResultIdx = CurrentSectionIdx ;
2015-09-08 09:01:12 -04:00
CurrentSectionIdx = CurMontageInstance - > GetNextSectionID ( CurrentSectionIdx ) ;
2014-03-14 14:13:41 -04:00
}
}
}
}
return ResultIdx ;
}
2014-11-13 17:30:49 -05:00
void UAnimPreviewInstance : : EnableControllers ( bool bEnable )
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . EnableControllers ( bEnable ) ;
2014-11-13 17:30:49 -05:00
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
void UAnimPreviewInstance : : SetForceRetargetBasePose ( bool bInForceRetargetBasePose )
{
GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . SetForceRetargetBasePose ( bInForceRetargetBasePose ) ;
}
bool UAnimPreviewInstance : : GetForceRetargetBasePose ( ) const
{
return GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . GetForceRetargetBasePose ( ) ;
}
FAnimInstanceProxy * UAnimPreviewInstance : : CreateAnimInstanceProxy ( )
{
return new FAnimPreviewInstanceProxy ( this ) ;
}
2017-05-24 14:14:53 -04:00
void UAnimPreviewInstance : : SetDebugSkeletalMeshComponent ( USkeletalMeshComponent * InSkeletalMeshComponent )
{
FAnimPreviewInstanceProxy & Proxy = GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) ;
Proxy . InitializeObjects ( this ) ;
Proxy . SetDebugSkeletalMeshComponent ( InSkeletalMeshComponent ) ;
Proxy . ClearObjects ( ) ;
}
USkeletalMeshComponent * UAnimPreviewInstance : : GetDebugSkeletalMeshComponent ( ) const
{
return GetProxyOnGameThread < FAnimPreviewInstanceProxy > ( ) . GetDebugSkeletalMeshComponent ( ) ;
}
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