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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
#include "NavMesh/NavMeshPath.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 "EngineStats.h"
#include "EngineGlobals.h"
#include "AI/Navigation/NavAgentInterface.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
#include "NavigationSystem.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Engine/Engine.h"
#include "Engine/Canvas.h"
#include "DrawDebugHelpers.h"
#include "VisualLogger/VisualLoggerTypes.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
#include "NavMesh/RecastNavMesh.h"
#include "NavAreas/NavArea.h"
#include "Debug/DebugDrawService.h"
#include "Algo/Reverse.h"
#define DEBUG_DRAW_OFFSET 0
#define PATH_OFFSET_KEEP_VISIBLE_POINTS 1
//----------------------------------------------------------------------//
// FNavMeshPath
//----------------------------------------------------------------------//
const FNavPathType FNavMeshPath::Type;
FNavMeshPath::FNavMeshPath()
Copying //UE4/Dev-Framework to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2786974 on 2015/12/02 by Aaron.McLeran UE-23930 Fix for concatenator node's not working correctly when it has child nodes that are mixer nodes. - Fix was to track the number of sounds a sound a node can simultaneously play. In concatenator node, when a sound is notified as finishing, it tracks the sound index in the current child node before incrementing the child node index. #codereview marc.audy Change 2787015 on 2015/12/02 by Lukasz.Furman changed color of root level decorator nodes in behavikor tree editor #ue UE-23957 #rb Mieszko.Zielinski Change 2787249 on 2015/12/02 by Ori.Cohen Make scene queries thread safe by ensuring that any data that is not thread safe is not returned. This is for the benefit of the user, but also we cannot access these pointers off the game thread. #rb Zak.Middleton Change 2788469 on 2015/12/03 by Marc.Audy Ability system cleanup: Pass parameters around by const ref instead of value (FGameplayAbilityTargetDataHandle , TArray, FHitResult) Eliminate unnecessary multiple derferences of weak pointers in a single function Remove uses of auto, switch to using nullptr Reorganize booleans to properly pack them Const functions Properly mark functions virtual and override #rb Dave.Ratti, James.Golding Change 2788787 on 2015/12/03 by Laurent.Delayen Reinitialize top level state machines when they become relevant, to match behavior of nested state machines. #rb lina.halper #codereview lina.halper Change 2789417 on 2015/12/03 by Aaron.McLeran UE-19482 Fixing error in reporting audio asset memory usage for PS4 (and other platforms) - Issue was that USoundWave::GetResourceSize() was incorrectly summing uncompressed PCM data size alongside compressed data size for PS4 - Added check using same condition in FAudioDevice::Precache which determines if compressed asset is fully decompressed into memory (and other decompression modes/types). #codereview marc.audy, marcus.wassmer #tests Tested loading maps in PS4 and confirming the uncompressed PCM data is not counted in audio asset resource size checks. Tested cooking assets in a map. Change 2790152 on 2015/12/04 by Marc.Audy Avoid unnecessary TArray and FHitResult copies Change 2790182 on 2015/12/04 by Laurent.Delayen Fixed notifies not being triggered when server calls Montage_JumpToSection. #rb lina.halper #tests Agora60p golden path, hyperbreach ultimate networked Change 2790325 on 2015/12/04 by Zak.Middleton #ue4 - Optimized USceneComponent::SetWorldTransform() to avoid unnecessary copies and avoid unaligned SIMD reads and writes. #rb James.Golding, Chad.Taylor Change 2792284 on 2015/12/06 by Marc.Audy Avoid unnecessary FGameplayTagContainer copies Change 2792305 on 2015/12/06 by Marc.Audy Avoid unnecessary FGameplayAbilitySpec copies Change 2792592 on 2015/12/07 by Martin.Wilson Remove component reregistering logic from SetSkeletalMesh #rb James.Goldng Change 2792652 on 2015/12/07 by Ori.Cohen Add a way to opt out of ignoring trigger volumes. This makes it possible to run collision module off the game thread. #rb Gil.Gribb Change 2793378 on 2015/12/07 by Lukasz.Furman fixed resetting path data between repaths #ue4 UE-22624 #rb Mieszko.Zielinski Change 2794690 on 2015/12/08 by Lina.Halper #ANIM: Skeleton - fix crash when retargeting source that has been edited in editor - make sure to copy sockets when retarget skeleton #RB: Martin.Wilson #Code review: Martin.Wilson Change 2794694 on 2015/12/08 by Benn.Gallagher Fixed duplicate slot names in anim slot groups. This was caused by not building the slot->group mapping at serialize time. COL would then re-add all the used slots to the group for a second time as the mapping wasn't built until postload. #rb Lina.Halper Change 2795241 on 2015/12/08 by Lukasz.Furman fixed potential division by zero in acceleration driven path following #ue4 #rb Mieszko.Zielinski Change 2796109 on 2015/12/09 by James.Golding Pass FGameplayCueParameters by const ref in more places (avoids malloc allocations due to containing 2 FGameplayTagContainers) #rb marc.audy #codereview david.ratti Change 2796110 on 2015/12/09 by James.Golding
2015-12-17 12:11:11 -05:00
: bWantsStringPulling(true)
, bWantsPathCorridor(false)
{
PathType = FNavMeshPath::Type;
Copying //UE4/Dev-Framework to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2786974 on 2015/12/02 by Aaron.McLeran UE-23930 Fix for concatenator node's not working correctly when it has child nodes that are mixer nodes. - Fix was to track the number of sounds a sound a node can simultaneously play. In concatenator node, when a sound is notified as finishing, it tracks the sound index in the current child node before incrementing the child node index. #codereview marc.audy Change 2787015 on 2015/12/02 by Lukasz.Furman changed color of root level decorator nodes in behavikor tree editor #ue UE-23957 #rb Mieszko.Zielinski Change 2787249 on 2015/12/02 by Ori.Cohen Make scene queries thread safe by ensuring that any data that is not thread safe is not returned. This is for the benefit of the user, but also we cannot access these pointers off the game thread. #rb Zak.Middleton Change 2788469 on 2015/12/03 by Marc.Audy Ability system cleanup: Pass parameters around by const ref instead of value (FGameplayAbilityTargetDataHandle , TArray, FHitResult) Eliminate unnecessary multiple derferences of weak pointers in a single function Remove uses of auto, switch to using nullptr Reorganize booleans to properly pack them Const functions Properly mark functions virtual and override #rb Dave.Ratti, James.Golding Change 2788787 on 2015/12/03 by Laurent.Delayen Reinitialize top level state machines when they become relevant, to match behavior of nested state machines. #rb lina.halper #codereview lina.halper Change 2789417 on 2015/12/03 by Aaron.McLeran UE-19482 Fixing error in reporting audio asset memory usage for PS4 (and other platforms) - Issue was that USoundWave::GetResourceSize() was incorrectly summing uncompressed PCM data size alongside compressed data size for PS4 - Added check using same condition in FAudioDevice::Precache which determines if compressed asset is fully decompressed into memory (and other decompression modes/types). #codereview marc.audy, marcus.wassmer #tests Tested loading maps in PS4 and confirming the uncompressed PCM data is not counted in audio asset resource size checks. Tested cooking assets in a map. Change 2790152 on 2015/12/04 by Marc.Audy Avoid unnecessary TArray and FHitResult copies Change 2790182 on 2015/12/04 by Laurent.Delayen Fixed notifies not being triggered when server calls Montage_JumpToSection. #rb lina.halper #tests Agora60p golden path, hyperbreach ultimate networked Change 2790325 on 2015/12/04 by Zak.Middleton #ue4 - Optimized USceneComponent::SetWorldTransform() to avoid unnecessary copies and avoid unaligned SIMD reads and writes. #rb James.Golding, Chad.Taylor Change 2792284 on 2015/12/06 by Marc.Audy Avoid unnecessary FGameplayTagContainer copies Change 2792305 on 2015/12/06 by Marc.Audy Avoid unnecessary FGameplayAbilitySpec copies Change 2792592 on 2015/12/07 by Martin.Wilson Remove component reregistering logic from SetSkeletalMesh #rb James.Goldng Change 2792652 on 2015/12/07 by Ori.Cohen Add a way to opt out of ignoring trigger volumes. This makes it possible to run collision module off the game thread. #rb Gil.Gribb Change 2793378 on 2015/12/07 by Lukasz.Furman fixed resetting path data between repaths #ue4 UE-22624 #rb Mieszko.Zielinski Change 2794690 on 2015/12/08 by Lina.Halper #ANIM: Skeleton - fix crash when retargeting source that has been edited in editor - make sure to copy sockets when retarget skeleton #RB: Martin.Wilson #Code review: Martin.Wilson Change 2794694 on 2015/12/08 by Benn.Gallagher Fixed duplicate slot names in anim slot groups. This was caused by not building the slot->group mapping at serialize time. COL would then re-add all the used slots to the group for a second time as the mapping wasn't built until postload. #rb Lina.Halper Change 2795241 on 2015/12/08 by Lukasz.Furman fixed potential division by zero in acceleration driven path following #ue4 #rb Mieszko.Zielinski Change 2796109 on 2015/12/09 by James.Golding Pass FGameplayCueParameters by const ref in more places (avoids malloc allocations due to containing 2 FGameplayTagContainers) #rb marc.audy #codereview david.ratti Change 2796110 on 2015/12/09 by James.Golding
2015-12-17 12:11:11 -05:00
InternalResetNavMeshPath();
}
Copying //UE4/Dev-Framework to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2786974 on 2015/12/02 by Aaron.McLeran UE-23930 Fix for concatenator node's not working correctly when it has child nodes that are mixer nodes. - Fix was to track the number of sounds a sound a node can simultaneously play. In concatenator node, when a sound is notified as finishing, it tracks the sound index in the current child node before incrementing the child node index. #codereview marc.audy Change 2787015 on 2015/12/02 by Lukasz.Furman changed color of root level decorator nodes in behavikor tree editor #ue UE-23957 #rb Mieszko.Zielinski Change 2787249 on 2015/12/02 by Ori.Cohen Make scene queries thread safe by ensuring that any data that is not thread safe is not returned. This is for the benefit of the user, but also we cannot access these pointers off the game thread. #rb Zak.Middleton Change 2788469 on 2015/12/03 by Marc.Audy Ability system cleanup: Pass parameters around by const ref instead of value (FGameplayAbilityTargetDataHandle , TArray, FHitResult) Eliminate unnecessary multiple derferences of weak pointers in a single function Remove uses of auto, switch to using nullptr Reorganize booleans to properly pack them Const functions Properly mark functions virtual and override #rb Dave.Ratti, James.Golding Change 2788787 on 2015/12/03 by Laurent.Delayen Reinitialize top level state machines when they become relevant, to match behavior of nested state machines. #rb lina.halper #codereview lina.halper Change 2789417 on 2015/12/03 by Aaron.McLeran UE-19482 Fixing error in reporting audio asset memory usage for PS4 (and other platforms) - Issue was that USoundWave::GetResourceSize() was incorrectly summing uncompressed PCM data size alongside compressed data size for PS4 - Added check using same condition in FAudioDevice::Precache which determines if compressed asset is fully decompressed into memory (and other decompression modes/types). #codereview marc.audy, marcus.wassmer #tests Tested loading maps in PS4 and confirming the uncompressed PCM data is not counted in audio asset resource size checks. Tested cooking assets in a map. Change 2790152 on 2015/12/04 by Marc.Audy Avoid unnecessary TArray and FHitResult copies Change 2790182 on 2015/12/04 by Laurent.Delayen Fixed notifies not being triggered when server calls Montage_JumpToSection. #rb lina.halper #tests Agora60p golden path, hyperbreach ultimate networked Change 2790325 on 2015/12/04 by Zak.Middleton #ue4 - Optimized USceneComponent::SetWorldTransform() to avoid unnecessary copies and avoid unaligned SIMD reads and writes. #rb James.Golding, Chad.Taylor Change 2792284 on 2015/12/06 by Marc.Audy Avoid unnecessary FGameplayTagContainer copies Change 2792305 on 2015/12/06 by Marc.Audy Avoid unnecessary FGameplayAbilitySpec copies Change 2792592 on 2015/12/07 by Martin.Wilson Remove component reregistering logic from SetSkeletalMesh #rb James.Goldng Change 2792652 on 2015/12/07 by Ori.Cohen Add a way to opt out of ignoring trigger volumes. This makes it possible to run collision module off the game thread. #rb Gil.Gribb Change 2793378 on 2015/12/07 by Lukasz.Furman fixed resetting path data between repaths #ue4 UE-22624 #rb Mieszko.Zielinski Change 2794690 on 2015/12/08 by Lina.Halper #ANIM: Skeleton - fix crash when retargeting source that has been edited in editor - make sure to copy sockets when retarget skeleton #RB: Martin.Wilson #Code review: Martin.Wilson Change 2794694 on 2015/12/08 by Benn.Gallagher Fixed duplicate slot names in anim slot groups. This was caused by not building the slot->group mapping at serialize time. COL would then re-add all the used slots to the group for a second time as the mapping wasn't built until postload. #rb Lina.Halper Change 2795241 on 2015/12/08 by Lukasz.Furman fixed potential division by zero in acceleration driven path following #ue4 #rb Mieszko.Zielinski Change 2796109 on 2015/12/09 by James.Golding Pass FGameplayCueParameters by const ref in more places (avoids malloc allocations due to containing 2 FGameplayTagContainers) #rb marc.audy #codereview david.ratti Change 2796110 on 2015/12/09 by James.Golding
2015-12-17 12:11:11 -05:00
void FNavMeshPath::ResetForRepath()
{
Super::ResetForRepath();
InternalResetNavMeshPath();
}
void FNavMeshPath::InternalResetNavMeshPath()
{
PathCorridor.Reset();
PathCorridorCost.Reset();
Copying //UE4/Dev-Framework to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2786974 on 2015/12/02 by Aaron.McLeran UE-23930 Fix for concatenator node's not working correctly when it has child nodes that are mixer nodes. - Fix was to track the number of sounds a sound a node can simultaneously play. In concatenator node, when a sound is notified as finishing, it tracks the sound index in the current child node before incrementing the child node index. #codereview marc.audy Change 2787015 on 2015/12/02 by Lukasz.Furman changed color of root level decorator nodes in behavikor tree editor #ue UE-23957 #rb Mieszko.Zielinski Change 2787249 on 2015/12/02 by Ori.Cohen Make scene queries thread safe by ensuring that any data that is not thread safe is not returned. This is for the benefit of the user, but also we cannot access these pointers off the game thread. #rb Zak.Middleton Change 2788469 on 2015/12/03 by Marc.Audy Ability system cleanup: Pass parameters around by const ref instead of value (FGameplayAbilityTargetDataHandle , TArray, FHitResult) Eliminate unnecessary multiple derferences of weak pointers in a single function Remove uses of auto, switch to using nullptr Reorganize booleans to properly pack them Const functions Properly mark functions virtual and override #rb Dave.Ratti, James.Golding Change 2788787 on 2015/12/03 by Laurent.Delayen Reinitialize top level state machines when they become relevant, to match behavior of nested state machines. #rb lina.halper #codereview lina.halper Change 2789417 on 2015/12/03 by Aaron.McLeran UE-19482 Fixing error in reporting audio asset memory usage for PS4 (and other platforms) - Issue was that USoundWave::GetResourceSize() was incorrectly summing uncompressed PCM data size alongside compressed data size for PS4 - Added check using same condition in FAudioDevice::Precache which determines if compressed asset is fully decompressed into memory (and other decompression modes/types). #codereview marc.audy, marcus.wassmer #tests Tested loading maps in PS4 and confirming the uncompressed PCM data is not counted in audio asset resource size checks. Tested cooking assets in a map. Change 2790152 on 2015/12/04 by Marc.Audy Avoid unnecessary TArray and FHitResult copies Change 2790182 on 2015/12/04 by Laurent.Delayen Fixed notifies not being triggered when server calls Montage_JumpToSection. #rb lina.halper #tests Agora60p golden path, hyperbreach ultimate networked Change 2790325 on 2015/12/04 by Zak.Middleton #ue4 - Optimized USceneComponent::SetWorldTransform() to avoid unnecessary copies and avoid unaligned SIMD reads and writes. #rb James.Golding, Chad.Taylor Change 2792284 on 2015/12/06 by Marc.Audy Avoid unnecessary FGameplayTagContainer copies Change 2792305 on 2015/12/06 by Marc.Audy Avoid unnecessary FGameplayAbilitySpec copies Change 2792592 on 2015/12/07 by Martin.Wilson Remove component reregistering logic from SetSkeletalMesh #rb James.Goldng Change 2792652 on 2015/12/07 by Ori.Cohen Add a way to opt out of ignoring trigger volumes. This makes it possible to run collision module off the game thread. #rb Gil.Gribb Change 2793378 on 2015/12/07 by Lukasz.Furman fixed resetting path data between repaths #ue4 UE-22624 #rb Mieszko.Zielinski Change 2794690 on 2015/12/08 by Lina.Halper #ANIM: Skeleton - fix crash when retargeting source that has been edited in editor - make sure to copy sockets when retarget skeleton #RB: Martin.Wilson #Code review: Martin.Wilson Change 2794694 on 2015/12/08 by Benn.Gallagher Fixed duplicate slot names in anim slot groups. This was caused by not building the slot->group mapping at serialize time. COL would then re-add all the used slots to the group for a second time as the mapping wasn't built until postload. #rb Lina.Halper Change 2795241 on 2015/12/08 by Lukasz.Furman fixed potential division by zero in acceleration driven path following #ue4 #rb Mieszko.Zielinski Change 2796109 on 2015/12/09 by James.Golding Pass FGameplayCueParameters by const ref in more places (avoids malloc allocations due to containing 2 FGameplayTagContainers) #rb marc.audy #codereview david.ratti Change 2796110 on 2015/12/09 by James.Golding
2015-12-17 12:11:11 -05:00
CustomLinkIds.Reset();
PathCorridorEdges.Reset();
bCorridorEdgesGenerated = false;
Copying //UE4/Dev-Framework to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2786974 on 2015/12/02 by Aaron.McLeran UE-23930 Fix for concatenator node's not working correctly when it has child nodes that are mixer nodes. - Fix was to track the number of sounds a sound a node can simultaneously play. In concatenator node, when a sound is notified as finishing, it tracks the sound index in the current child node before incrementing the child node index. #codereview marc.audy Change 2787015 on 2015/12/02 by Lukasz.Furman changed color of root level decorator nodes in behavikor tree editor #ue UE-23957 #rb Mieszko.Zielinski Change 2787249 on 2015/12/02 by Ori.Cohen Make scene queries thread safe by ensuring that any data that is not thread safe is not returned. This is for the benefit of the user, but also we cannot access these pointers off the game thread. #rb Zak.Middleton Change 2788469 on 2015/12/03 by Marc.Audy Ability system cleanup: Pass parameters around by const ref instead of value (FGameplayAbilityTargetDataHandle , TArray, FHitResult) Eliminate unnecessary multiple derferences of weak pointers in a single function Remove uses of auto, switch to using nullptr Reorganize booleans to properly pack them Const functions Properly mark functions virtual and override #rb Dave.Ratti, James.Golding Change 2788787 on 2015/12/03 by Laurent.Delayen Reinitialize top level state machines when they become relevant, to match behavior of nested state machines. #rb lina.halper #codereview lina.halper Change 2789417 on 2015/12/03 by Aaron.McLeran UE-19482 Fixing error in reporting audio asset memory usage for PS4 (and other platforms) - Issue was that USoundWave::GetResourceSize() was incorrectly summing uncompressed PCM data size alongside compressed data size for PS4 - Added check using same condition in FAudioDevice::Precache which determines if compressed asset is fully decompressed into memory (and other decompression modes/types). #codereview marc.audy, marcus.wassmer #tests Tested loading maps in PS4 and confirming the uncompressed PCM data is not counted in audio asset resource size checks. Tested cooking assets in a map. Change 2790152 on 2015/12/04 by Marc.Audy Avoid unnecessary TArray and FHitResult copies Change 2790182 on 2015/12/04 by Laurent.Delayen Fixed notifies not being triggered when server calls Montage_JumpToSection. #rb lina.halper #tests Agora60p golden path, hyperbreach ultimate networked Change 2790325 on 2015/12/04 by Zak.Middleton #ue4 - Optimized USceneComponent::SetWorldTransform() to avoid unnecessary copies and avoid unaligned SIMD reads and writes. #rb James.Golding, Chad.Taylor Change 2792284 on 2015/12/06 by Marc.Audy Avoid unnecessary FGameplayTagContainer copies Change 2792305 on 2015/12/06 by Marc.Audy Avoid unnecessary FGameplayAbilitySpec copies Change 2792592 on 2015/12/07 by Martin.Wilson Remove component reregistering logic from SetSkeletalMesh #rb James.Goldng Change 2792652 on 2015/12/07 by Ori.Cohen Add a way to opt out of ignoring trigger volumes. This makes it possible to run collision module off the game thread. #rb Gil.Gribb Change 2793378 on 2015/12/07 by Lukasz.Furman fixed resetting path data between repaths #ue4 UE-22624 #rb Mieszko.Zielinski Change 2794690 on 2015/12/08 by Lina.Halper #ANIM: Skeleton - fix crash when retargeting source that has been edited in editor - make sure to copy sockets when retarget skeleton #RB: Martin.Wilson #Code review: Martin.Wilson Change 2794694 on 2015/12/08 by Benn.Gallagher Fixed duplicate slot names in anim slot groups. This was caused by not building the slot->group mapping at serialize time. COL would then re-add all the used slots to the group for a second time as the mapping wasn't built until postload. #rb Lina.Halper Change 2795241 on 2015/12/08 by Lukasz.Furman fixed potential division by zero in acceleration driven path following #ue4 #rb Mieszko.Zielinski Change 2796109 on 2015/12/09 by James.Golding Pass FGameplayCueParameters by const ref in more places (avoids malloc allocations due to containing 2 FGameplayTagContainers) #rb marc.audy #codereview david.ratti Change 2796110 on 2015/12/09 by James.Golding
2015-12-17 12:11:11 -05:00
bDynamic = false;
bStringPulled = false;
// keep:
// - bWantsStringPulling
// - bWantsPathCorridor
}
float FNavMeshPath::GetStringPulledLength(const int32 StartingPoint) const
{
if (IsValid() == false || StartingPoint >= PathPoints.Num())
{
return 0.f;
}
float TotalLength = 0.f;
const FNavPathPoint* PrevPoint = PathPoints.GetData() + StartingPoint;
const FNavPathPoint* PathPoint = PrevPoint + 1;
for (int32 PathPointIndex = StartingPoint + 1; PathPointIndex < PathPoints.Num(); ++PathPointIndex, ++PathPoint, ++PrevPoint)
{
TotalLength += FVector::Dist(PrevPoint->Location, PathPoint->Location);
}
return TotalLength;
}
float FNavMeshPath::GetPathCorridorLength(const int32 StartingEdge) const
{
if (bCorridorEdgesGenerated == false)
{
return 0.f;
}
else if (StartingEdge >= PathCorridorEdges.Num())
{
return StartingEdge == 0 && PathPoints.Num() > 1 ? FVector::Dist(PathPoints[0].Location, PathPoints[PathPoints.Num()-1].Location) : 0.f;
}
const FNavigationPortalEdge* PrevEdge = PathCorridorEdges.GetData() + StartingEdge;
const FNavigationPortalEdge* CorridorEdge = PrevEdge + 1;
FVector PrevEdgeMiddle = PrevEdge->GetMiddlePoint();
float TotalLength = StartingEdge == 0 ? FVector::Dist(PathPoints[0].Location, PrevEdgeMiddle)
: FVector::Dist(PrevEdgeMiddle, PathCorridorEdges[StartingEdge - 1].GetMiddlePoint());
for (int32 PathPolyIndex = StartingEdge + 1; PathPolyIndex < PathCorridorEdges.Num(); ++PathPolyIndex, ++PrevEdge, ++CorridorEdge)
{
const FVector CurrentEdgeMiddle = CorridorEdge->GetMiddlePoint();
TotalLength += FVector::Dist(CurrentEdgeMiddle, PrevEdgeMiddle);
PrevEdgeMiddle = CurrentEdgeMiddle;
}
// @todo add distance to last point here!
return TotalLength;
}
const TArray<FNavigationPortalEdge>& FNavMeshPath::GeneratePathCorridorEdges() const
{
#if WITH_RECAST
// mz@todo the underlying recast function queries the navmesh a portal at a time,
// which is a waste of performance. A batch-query function has to be added.
const int32 CorridorLength = PathCorridor.Num();
if (CorridorLength != 0 && IsInGameThread() && NavigationDataUsed.IsValid())
{
const ARecastNavMesh* MyOwner = Cast<ARecastNavMesh>(GetNavigationDataUsed());
if (MyOwner)
{
MyOwner->GetEdgesForPathCorridor(&PathCorridor, &PathCorridorEdges);
bCorridorEdgesGenerated = (PathCorridorEdges.Num() > 0);
}
}
#endif // WITH_RECAST
return PathCorridorEdges;
}
void FNavMeshPath::PerformStringPulling(const FVector& StartLoc, const FVector& EndLoc)
{
#if WITH_RECAST
const ARecastNavMesh* MyOwner = Cast<ARecastNavMesh>(GetNavigationDataUsed());
if (::IsValid(MyOwner) && PathCorridor.Num())
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3212531) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3212485 on 2016/11/28 by Dmitry.Rekman Update libwebsockets to use -fPIC. Change 3212280 on 2016/11/28 by Guillaume.Abadie Fixes static lighting regression caused by selective outputs fix. Change 3211095 on 2016/11/28 by Ian.Fox #UE4 - Add nullptr check to cookonthefly server ini check Change 3211042 on 2016/11/28 by Bob.Tellez #UE4 Add an option to reset a particle system comp on a camera lens emitter when it is retriggered Change 3209336 on 2016/11/23 by Rob.Cannaday Fix shutdown crash trying to cancel an HTTP request after the HTTP module has been unloaded Move the cancel call to the PreUnload step #jira FORT-33515 Change 3208350 on 2016/11/22 by Jeff.Campeau Added bVirtualKeyboardDisplayOnFocus to Slate settings defaulted to true (old behavior) Always open a virtual keyboard when the facebutton bottom is pressed on an active text field Do not open a virtual keyboard on focus gained by any method other than mouse if bVirtualKeyboardDisplayOnFocus is set to false #jira FORT-30722 Change 3207430 on 2016/11/22 by James.Hopkin #fortnite Applied changes from CL#3161737 (UE4/Main) to stage and package SSL certificate bundles. Change 3207422 on 2016/11/22 by Ben.Woodhouse * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3206301 on 2016/11/21 by Ben.Woodhouse Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3206144 on 2016/11/21 by Lukasz.Furman improved path following sticking to tether bounds #jira FORT-32097 Change 3206142 on 2016/11/21 by Lukasz.Furman added post processing to navigation filters for making filter-bound paths (feedback iteration) #fortnite Change 3206053 on 2016/11/21 by Lukasz.Furman added post processing to navigation filters for making filter-bound paths #fortnite Change 3205790 on 2016/11/21 by Lukasz.Furman pass on flow field usage by EQS Change 3205764 on 2016/11/21 by Lukasz.Furman seeding AIModule's random stream from world manager, using random stream in EQS #fortnite Change 3205763 on 2016/11/21 by Lukasz.Furman added random stream to AIModule copy of CL# 3150031 Change 3205162 on 2016/11/19 by James.Hopkin Added missiing depending on SSL to Linux HTTP. Fixes CrashReportClient linker errors. Change 3205124 on 2016/11/19 by James.Hopkin Enabled websockets and Stomp for Linux Change 3205121 on 2016/11/19 by James.Hopkin From Nick Shin's Dev-Platform shelf: upgrade/rebuild of libcrypto, libcurl, libssl, libwebsockets and zlib for Linux #fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez Change 3205119 on 2016/11/19 by James.Hopkin Added OpenSSL version 1.0.2h headers for x86_64-unknown-linux-gnu #fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez Change 3204994 on 2016/11/18 by Billy.Bramer - Sort the function results that show up in the blueprint "Copy signature from:" combo box Change 3203688 on 2016/11/18 by James.Hopkin #stomp Lower-cased FName strings before encoding to prevent random case at runtime. Change 3201533 on 2016/11/16 by Mark.Satterthwaite More auto-release pool/memory-handling fixes for Metal's debug layer, which depends upon ARC: - Better handling of parallel context creation & pooling in MetalRHI. - Metal queries return the actual value so that we can use local autorelease pools to capture ARC retain/autorelease calls in the debug layer. - Similarly EndEncoding needs a local autorelease pool to handle the debug layer's ARC retain/autorelease calls. #jira FORT-32706 Change 3201077 on 2016/11/16 by Mark.Satterthwaite Trivial command-buffer fencing to avoid render-queries keeping MTLCommandBuffer's alive after they are completed, reducing total memory use. #jira FORT-32706 Change 3200269 on 2016/11/16 by John.Abercrombie Made GetPredictionData_Client_Character and GetPredictionData_Server_Character public - Removed unnecessary code duplication in FortIndicator as a result Change 3198230 on 2016/11/15 by James.Hopkin #stomp Added dedicated server support to Stomp connection manager. Also fixed heartbeats and change retry strategy to retry forever, first retry after 5 seconds, doubling up to max interval of every minute. Change 3197273 on 2016/11/14 by Mark.Satterthwaite Fix Metal related memory leaks. #jira FORT-32706 Change 3196974 on 2016/11/14 by Lukasz.Furman increased distance to focal point for path following copy of CL# 3196971 #jira FORT-32048 Change 3196885 on 2016/11/14 by John.Pollard FORT-33019 - Fix crash when updating unmapped properties on replicator that was dormant Change 3196772 on 2016/11/14 by John.Pollard Speculative fix for assert when shutting down replicators Change 3196617 on 2016/11/14 by Lukasz.Furman improved readability of EQS results in gameplay debugger's table view #fortnite Change 3195394 on 2016/11/11 by John.Pollard UE-37866 - Fix replication issue where unmapped properties wouldl fail to map if the replicator goes away due to dormancy Change 3195272 on 2016/11/11 by Bob.Tellez #Fortnite Fix warning output in UDataTable for missing row Change 3195152 on 2016/11/11 by Lukasz.Furman fixed target selection in gameplay debugger's spectator #fortnite Change 3195071 on 2016/11/11 by Lukasz.Furman pass on EQS category of gameplay debugger #fortnite Change 3194111 on 2016/11/10 by Bob.Tellez #UE4 if you have a checked out or out of date file in your rename list it is now properly skipped and reported after the rename. Change 3193547 on 2016/11/10 by Bob.Tellez #UE4 LODGroup is now AssetRegistrySearchable Change 3193545 on 2016/11/10 by Bob.Tellez #UE4 Allow setting the default LODGroup when importing a mesh Change 3193541 on 2016/11/10 by Bob.Tellez #UE4 LODGroup settings application on load. Enable this behavior by setting r.StaticMesh.UpdateMeshLODGroupSettingsAtLoad=1 Change 3192035 on 2016/11/09 by Saad.Nader #engine Updated Migration of properties to handle static arrays properly from previous check-in. Change 3191062 on 2016/11/08 by Saul.Abreu Added accessor for all items in list views. Change 3190998 on 2016/11/08 by Chris.Gagnon Partially fixes a problem with the scale bax ignore inherited scale isn't working properly. There is more to fix by adding float InScale or similar to the GetRelativeLayoutScale() call chain. This portion will be handled by the tools team. Change 3190812 on 2016/11/08 by Lukasz.Furman fixed crash on path string pulling when path corridor is empty #jira FORT-32811 Change 3190800 on 2016/11/08 by Saad.Nader #engine Fixed a case where a static array uproperty wasn't being migrated properly since it was being treated as a single value. Change 3189573 on 2016/11/07 by Bob.Tellez #UE4 Since LightComponents now respect hiddeningame, I changed ALight to default to not be hidden in game. All components in the class that should not be seen are already bHiddenInGame=true on the component. Change 3189268 on 2016/11/07 by Michael.Trepka Check is MacApplication is still valid when making a deferred call to OnApplicationActivationChanged Change 3189179 on 2016/11/07 by Michael.Trepka Don't skip Mac windowDidResize: when switching between window modes. Fixes issues with screen not resizing properly when changing from windowed to windowed fullscreen Change 3189154 on 2016/11/07 by Lukasz.Furman added unbound exploration mode to A* solver #ue4 Change 3189072 on 2016/11/07 by Saad.Nader #commonui Added ability to skip the stack of activatable panels so that global input handling can handle input for dynamically created buttons on a modal. Updated name of base button style as its name was conflicting with legacy ui base button style. Change 3188769 on 2016/11/07 by Guillaume.Abadie Fixes r.SelectiveBasePassOutput and use it in Fortnite. This CL adds a selective base pass optimization not drawing scene color when r.SelectiveBasePassOutput=1 on materials that doesn't emit color. Use r.SelectiveBasePassOutput in Fortnite and avoid computing the fog in base pass to actually avoid drawing scene color. #review-3187180 @brian.karis Change 3187864 on 2016/11/04 by Bob.Tellez #UE4 Better handling for setting return values in error cases where a function cannot be executed. Change 3187815 on 2016/11/04 by Bob.Tellez #UE4 Fix for SetLODGroup to trim LODs that are not needed. Change 3187309 on 2016/11/04 by Lukasz.Furman added projection and pathfinding to navigation graph #fortnite Change 3186304 on 2016/11/03 by Saul.Abreu Made a pass on Common UI widgets, setting their widget palette category property or overriding the relevant virtual method in order to have a consistent value across all Common UI widgets. Change 3186301 on 2016/11/03 by Saul.Abreu Exposed ability to compare Slate brushes in Blueprints. Helpful for Icon Text Button to be able to hide its icon image if the icon brush is identical to the default (which is intentionally 0-sized/draw-type none). Change 3185979 on 2016/11/03 by David.Hamm Conditional gameplay effects with required tags were considering target tags in code, rather than source tags as presented in the editor. Updating the code allows the Bearricade tag to be seen, triggering the desired slow effect. #jira FORT-32141 Change 3185534 on 2016/11/03 by Daniel.Broder Made GameplayDebuggerCategory_EQS log the description of filtered items rather than just their index (which doesn't tell much). #UE4 #NoReleaseNotes Change 3185386 on 2016/11/03 by Daniel.Broder "Actors of Class" EQS Generator now supports returning all actors matching the class rather than only actors within the radius based on a new checkbox "Generate Only Actors In Radius". For backwards compatibility, it defaults to true. #UE4 #ReleaseNoteAbove Change 3185370 on 2016/11/03 by Mark.Satterthwaite Revert the only change to Metal texture uploads made in the merge leading up to 16/09/16 and disable more recent changes to reuse texture objects in the hope that this cures FORT-30180. If not then this will need to be handled by Apple/Nvidia as we're not doing anything obviously wrong on our side. #jira FORT-30180 Change 3185249 on 2016/11/03 by Lukasz.Furman added caching for neighbor count in template A* solver #fortnite Change 3184403 on 2016/11/02 by Daniel.Broder Updated EnvQueryTest_GameplayTags to support Gameplay Tag Queries. ^^ReleaseNoteAbove Data is automatically converted to the query from the old data format. Gameplay Tag Queries give much more flexibility for how to mach the queries, since they can include entire expressions of what must match and/or not match. #UE4 #ReleaseNoteAbove Change 3184311 on 2016/11/02 by Daniel.Broder Removed unnecessary if/else that was calling identical code in both parts! (Now it just calls the code directly). Fixed spelling of ReturnValueAddress (from ReturnValueAdress). #UE #NoReleaseNotes Change 3183823 on 2016/11/02 by Mark.Satterthwaite Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3183807 on 2016/11/02 by Mark.Satterthwaite Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3183470 on 2016/11/02 by Bob.Tellez #UE4 Lights with 0 intensity are now removed from the scene Change 3183230 on 2016/11/02 by Bob.Tellez #UE4 Console history no longer keeps duplicate entries Change 3182547 on 2016/11/01 by Bob.Tellez #UE4 Fixed an old bug which was causing thumbnail scenes to have incorrect lighting. Change 3182498 on 2016/11/01 by Chris.Gagnon Added ItemIcon widget and ItemCountTextBlock widget. EpicCMSScreen derives from COmmonActivatable Panel. Added CommonUIUtils with function to get a owning userwidget or contexts. Begining of the new Topbar, and a number of supporting widgets. Change 3182497 on 2016/11/01 by Chris.Gagnon Engine: GameViewportClient now has a global toggle to turn software cursor mapping on and off. Fortnite: Added software cursor, when using the gamepad we turn on the software cursor mapping. The asset is invisible. This allows us to hide the cursor without all the baggage and undesired behavior that comes with that. Change 3181853 on 2016/11/01 by Saad.Nader #commonui Added uproperty annotations to prevent garbage collection. Updated code to cleanup internal caches to happen earlier. Change 3181782 on 2016/11/01 by Bob.Tellez #UE4 LightComponents now respect bHiddenInGame (and other visibility flags) when determining whether they should be added to the scene. Change 3181516 on 2016/11/01 by Saad.Nader #commonui Added an action handler interface that I have been wanting for awhile. Updated action widget to ignore design time changes since it relies on a common ui context instance. Cleaned up activatable panel interface and commited events on a input action registered to be handled. Our activatable handle automatically handles things for now without asking blueprint if we should. Cleanedup up miscellaneous activatable panel internals Activatable panels can now choose to expose input actions registered to that panel. Replaced activatable panel reflector with common input reflector Added a common global input handler that implements the action handler interface Updated common button and common tablist widgets appropriately to register with global input handler for appropriate actions. Buttons now have separate triggering actions vs. triggered actions. Triggering actions can only be set during creation of the button whereas triggered actions can be set anytime. Moved a lot of the boilerplate code for action button into common button to trigger and listen for actions, or register with the global input handler for triggering actions. Fixed typos in common ui types. Updated CommonUITestBed with new changes. Change 3179753 on 2016/10/31 by Lukasz.Furman replaced ensure with vlog warning in GameplayTask processing #jira FORT-32324 Change 3178028 on 2016/10/28 by Lukasz.Furman attempt to fix rare crash in crowd simulation #jira FORT-27847 Change 3177966 on 2016/10/28 by James.Hopkin Removed some redundant text/string copies and conversions in 'Find in Blueprints' Change 3176795 on 2016/10/27 by Fred.Kimberley Fixed the code path that grabs tooltip data for ability system components to respect the flag that shows buffs in the front end instead of final values. #jira FORT-30491 Change 3175818 on 2016/10/26 by Bob.Tellez #UE4 Protecting against a nullptr access in FVisibilityPropertySection::GenerateSectionLayout. More investigation is needed to determine if this should be allowed to be null. Change 3175615 on 2016/10/26 by Michael.Trepka Check if MacApplication is valid in FMacApplication::OnCursorLock() block that's called asynchronously and can be executed after MacApplication was destroyed. Fixes FORT-32075 Change 3175369 on 2016/10/26 by Saul.Abreu Refactored CreateWidget functions to share UserWidgetClass validation logic and fixed a missing early-out return statement. Change 3175233 on 2016/10/26 by Saul.Abreu #fortnite Common Button now properly handles its interactibility changing when it's toggleability has changed - previously, being selected when toggling is turned on would leave the button non-interactible and thus not practically toggleable. Change 3174285 on 2016/10/25 by Mark.Satterthwaite Fix command-buffer failures when resizing windows on Mac - we have to capture windowWillResize: events in our window delegate and then forward on a call to Slate's OnResizingWindow event handler, that internally causes rendering to flush. If we wait to do this in windowDidResize then the actual device back-buffer resource will have been reallocated and we presumably end up trying to render into garbage memory on the GPU, causing the intermittent command-buffer failures. #jira FORT-31649 Change 3173872 on 2016/10/25 by Bob.Tellez #UE4 Fixed an issue where if you have a map with actors that produce a ZeroVector bounds size, SetActorTransform complains. Change 3172828 on 2016/10/24 by Saul.Abreu Added useful contextual information to the message log errors provided when attempting to create widgets but failing. Change 3172649 on 2016/10/24 by Michael.Trepka Call setMinSize and setMaxSize in FMacApplication::OnCursorLock() on the main thread #jira FORT-30177 Change 3172568 on 2016/10/24 by Saad.Nader #commonui Exposed a flag to reflector to not show actions for an activtable panel if we don't want them exposed. Change 3172341 on 2016/10/24 by Mark.Satterthwaite Fix FORT-31526 by setting appropriate defaults for FEditorCompositingParameters when the feature isn't being used, as Metal still requires something be bound for the values. This all stems from Fortnite using GizmoMaterial somehow when whacking Llamas to reveal the cards contained within - I suspect the 'real' fix is not to use an Editor material in the game client... #jira FORT-31526 Change 3172304 on 2016/10/24 by James.Longstreet #fortnite #jira FORT-31090 Add setting to configure whether the virtual keyboard sends TextChanged or TextCommitted when complete. Add SlateSettings to project settings, for settings that need to be accessed from Slate -- the Slate module doesn't depend on Engine, so it can't access UserInterfaceSettings or InputSettings. Default to TextChanged in Fortnite. Change 3171630 on 2016/10/24 by Saul.Abreu #fortnite Added API export to Common List View. Added support to Common List View for changing selection modes. Added delegate to Common List View to support hook-ups on creation of new list item widgets. Improved Common List View handling of item widgets that are buttons - no need to handle manually hooking up the list item clicked callback to the button. Change 3171474 on 2016/10/22 by Saul.Abreu #fortnite New numeric text block. Change 3171463 on 2016/10/22 by Saad.Nader #commonui Added the common action widget which can visualize the input of an activatable panel or button. Added the common activatable panel reflector widget so we can build a bar widget which can visualize the actions an activatable panel have registered to handle. Cleaned up the input manager's handling of pushing and poping activatable panels Updated widget switcher to completely push or pop tabs on or off the stack so that the stack is clean of any items not in the current tab. Updated common ui context to expose API blueprint. Updated input action data to make better sense in common ui types Added a viewport client to redirect input for the common ui test bed. Added a completion delegate for listeners such as a button in a activatable panel reflector widget. Added test harness for activatable panel, activatable panel reflector, action widget Change 3170868 on 2016/10/21 by Jeff.Campeau AutoSDK props included earlier Change 3170663 on 2016/10/21 by Mark.Satterthwaite Further changes to finally fix the underlying cause of FORT-25473 and all future potential instances: SetStreamSource overrides the stride from the vertex declaration and MetalRHI wasn't properly considering what to do with Stride=0, which should disabling vertex attribute stepping. This also requires fixing some gotcha's in the StateCache. #jira FORT-25473 Change 3170020 on 2016/10/20 by Bob.Tellez #UE4 Render scale was off by one when setting via buckets in the editor widget. Change 3169764 on 2016/10/20 by Mark.Satterthwaite Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3169631 on 2016/10/20 by Mark.Satterthwaite Fix a potential crash due to unnecessary reinitialisation of the MetalRenderPipelineDesc mutex. Change 3169614 on 2016/10/20 by Mark.Satterthwaite Fix FORT-25473 caused by incorrect handling of vertex attributes in Metal: FParticleSpriteVertexFactory specifies the dynamic particle parameter attribute (VA 5) with a non-zero stride, which implies vertex or instance stepping - but for the P_Rocket_ColdMist_FXV effect only a single float4 is provided with the intent that this be constant for all instances. Other APIs may implicitly wrap the VA read back around but Metal does not and simply reads garbage off the end of the buffer - potentially this could even cause a GPU crash. MetalRHI now detects when the buffer bound to an attribute can't support more than one instance and if needed updates the vertex declaration to make such attributes constant. #jira FORT-25473 Change 3169163 on 2016/10/20 by Fred.Kimberley Added UIProxyActor. This is intended as a single proxy actor to replace the existing, class specific, proxy actors. Change 3168732 on 2016/10/20 by Saul.Abreu Exposed style references in UCommonTextBlock. Allows widgets to look at the styles on the CDO. Change 3168713 on 2016/10/20 by Saul.Abreu Fixed unconditional inclusion of Developer module headers (settings module) in client builds from Common UI module. Change 3168659 on 2016/10/20 by Saul.Abreu Created and exposed SetMinDesiredWidth on UTextBlock, following the example set by other setters in the class. Change 3168658 on 2016/10/20 by Saul.Abreu The Common UI plugin now has a settings object which will appear in the project settings window. It exposes setting default styles for both CommonTextBlock and CommonButton in the Game config file. Change 3167632 on 2016/10/19 by John.Pollard Fix FN replay scrubbing issues * Solution for net startup actors that need to be "rolled back" during scrubbing if they've been modified * Solution for when net startup actors should be deleted past checkpoints * Added version support to load older replays that don't save out deleted net startup actors in checkpoints Change 3166065 on 2016/10/18 by Saad.Nader #commonui renaming UCommonActivatableManager to UCommonInputManager, added ability to change input method for desktop and console. Change 3166049 on 2016/10/18 by Lukasz.Furman added navmesh exploration helpers in FortNavMesh #fortnite Change 3165085 on 2016/10/17 by Saad.Nader #blueprintcontext fixed log output for created blueprint context Change 3163115 on 2016/10/14 by James.Hopkin Prevented variable combo box clipping long type names in blueprint details panel [UE-19710] Change 3162629 on 2016/10/13 by Saul.Abreu #fortnite #jira FORT-31489 Ported Paragon's tile view widget over to the Common UI Plugin as Common Tile View. Added exemplar/test case in Common UI testbed. Change 3162624 on 2016/10/13 by Saul.Abreu Improved "Create Event" node with text showing the function signature in a friendly manner. Change 3162114 on 2016/10/13 by Guillaume.Abadie Implements r.EarlyZPassOnlyMaterialMasking. Fortnite grass/trees is using masked material. However masked materials are doing clip in early z pass and base pass, both preventing the pixel shader from using the early depth test. This CL execute material's mask opacity only in the early z pass to keep early depth test on expensive mask material's base pass pixel shader. Change 3161479 on 2016/10/13 by Saad.Nader #commonui Updated Common button to be able to handle a bound common input action by causing the button to get clicked. Updated Activatable panel to ignore input if it is not activated Added helper functions to common widget switcher for activating/deactivating the active widget if it is a activatable panel. Change 3161092 on 2016/10/13 by Saul.Abreu #fortnite Common Tab List widget now exposes access to its linked switcher as well as overridable events before and after the linked switcher is set. OnCreateNewTab can now be implemented in native code or blueprints. Buttons added as tabs in the tab list will now have their selectabilty and toggleability set as necessary. Change 3160762 on 2016/10/12 by Billy.Bramer - Make UAbilitySystemComponent::AreAbilityTagsBlocked virtual so games can provide a custom implementation Change 3160736 on 2016/10/12 by Lukasz.Furman fixed some gameplay debugger's categories not rendering correctly in simulate mode #fortnite Change 3160417 on 2016/10/12 by Mark.Satterthwaite Disable DistanceField AO & Shadowing support on Intel GPUs under Metal - there are driver bugs that prevent them from working currently. #jira FORT-31268 Change 3160314 on 2016/10/12 by Michael.Trepka Fixed incorrect rect initialization in Mac GetDisplayMetrics Change 3160309 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode copy of CL 3160014 #ue4 Change 3159892 on 2016/10/12 by John.Abercrombie Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3159630 on 2016/10/12 by Jamie.Dale Fixed an issue where async and non-async loading could result in the package being given a different name Async loading would always use the non-localized name (which is correct), but non-async loading would sometimes use the localized name (which is incorrect); now they both do the same thing. Change 3159249 on 2016/10/11 by Jonathan.Lindquist fixing a potential uv bug related to their names Change 3159145 on 2016/10/11 by Lukasz.Furman fixed behavior tree task restart conditions #ue4 Change 3158846 on 2016/10/11 by John.Pollard Add ability to override network async loading for replays Change 3158551 on 2016/10/11 by Saad.Nader #commonui remove checks for common tab list widget when set listening for input occurs. Change 3157727 on 2016/10/10 by Saul.Abreu #fortnite Common button style now has minimum width and minimum height properties and common button will use the maximum of its own and the style's minimums. Change 3157364 on 2016/10/10 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira FORT-31207 Change 3156616 on 2016/10/10 by Lukasz.Furman added more failsafes to crowd simulation crash #jira FORT-27847 Change 3155092 on 2016/10/07 by Chris.Gagnon SlateApplication - Added more control over where navigation originates from with the ENavigationSource enumeration piped in through the FReply - Added custom handling support for the navigation responce using the FCustomNavigationHandler Fortnite - Added Input Preprocessor for generating navigation events and handling the "virtual cursor" position - Added the Input mode switching support for gamepad <-> keyboard (Currently disabled) Change 3154721 on 2016/10/07 by Lukasz.Furman automation fix for AI tests with multiple spawn sets copy of CL# 3154035 #jira FORT-31106 Change 3154466 on 2016/10/07 by Saul.Abreu #fortnite Additional logging and checking to help diagnose cause of current build breakage, possibly related to blueprint context OR unrelated but coincidental and related to game data or homebase manager. Change 3154349 on 2016/10/06 by Saul.Abreu #fortnite Relocate BP context and common UI plugins to Engine (NotForLicensees). Change 3152396 on 2016/10/05 by Lukasz.Furman fixed RECAST_ASYNC_REBUILDING define being ignored by navmesh generator #ue4 Change 3152390 on 2016/10/05 by Lukasz.Furman including AgentRadius in area modifier bounds in layer's intersection test fixes modifier cuts at tile boundary #jira FORT-31051 Change 3151999 on 2016/10/05 by Lukasz.Furman added vlogs for applying and removing gameplay effects #jira FORT-30982 Change 3150947 on 2016/10/04 by Bob.Tellez #UE4 Fix to find the title.json file in the correct game folder. Change 3149775 on 2016/10/03 by Bob.Tellez #UE4 Added property editor code support for doubles. Change 3148729 on 2016/10/03 by Lukasz.Furman fixed memory corruption in DemoNetDriver #fortnite Change 3146148 on 2016/09/29 by Bob.Tellez #UE4 Fixed a case where the LastRecordedHittestIndex would remain zero, causing the widget path to get truncated and result in the mainframe window when determining if you should spawn a tooltip, causing us to try to create a tooltip outside of our tooltip presenter widget, causing a new window to be created and a crash to happen on consoles. #JIRA FORT-30378 Change 3146016 on 2016/09/29 by Daniel.Broder Added BlueprintGameplayTagLibrary function "Get All Actors of Class Matching Query". It uses TActorIterator to find only all actors derived from the specified class and then further winnows them by whether they match a GameplayTagQuery. If any actor does NOT implement IGameplayTagAssetInterface, the function will log ONCE a warning that the class in question doesn't implement the required interface to be able to check for matching tags. (NOTE: This function can be extremely expensive if there are a large number of actors of the class requested, so be cautious using it. It can be used at initialization time to find a specific subset of actors to act on (for example). #UE4 #ReleaseNote Change 3145827 on 2016/09/29 by Lukasz.Furman added sanity checks to EQS tick #jira FORT-30755 Change 3145520 on 2016/09/29 by Chad.Garyet changing notifications to require there be a type to verify the user exists #jira FORT-30754 Change 3145428 on 2016/09/29 by Bob.Tellez #UE4 Made plugin loaded log statements verbose. Change 3145229 on 2016/09/29 by Bob.Tellez #UE4 Fix for only running the first test on commandline Change 3142730 on 2016/09/27 by Bob.Tellez #UE4 Removing needless scope on a virtual function call that made it seem static and made UpdateResolutionQuality protected so it can be called from subclasses that may be procedurally determining DesiredScreenWidth and DesiredScreenHeight Change 3142632 on 2016/09/27 by Saul.Abreu #fortnite Improved data table row struct post-data-import method with more context provided through parameters. Used to fixup homebase node display names to have stable keys generated from the row name. Change 3140907 on 2016/09/26 by Bob.Tellez #UE4 Allowing movie files to be renamed to match platform requirements Change 3140399 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger #jira FORT-30439 Change 3138880 on 2016/09/23 by Fred.Kimberley Added source tag requirements to conditional gameplay effects. #jira FORT-29772 Change 3138262 on 2016/09/23 by Chad.Garyet Integrating codesign fix into Fortnite/Main Change 3137164 on 2016/09/22 by Mark.Satterthwaite Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3136720 on 2016/09/22 by Rob.Cannaday Fix crash in FCurlHttpRequest::DebugCallback + Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination). #jira OGS-428 Change 3136391 on 2016/09/22 by Lukasz.Furman fixed crowd path section switch rejecting navlinks at end of path #jira FORT-30400, FORT-30402 Change 3136295 on 2016/09/22 by Lukasz.Furman fixed navlinks not connecting to navmesh correctly in "snap to cheapest area" mode, adjusted scoring in navmesh projection - findNearestPoly2D #jira FORT-30358 Change 3136033 on 2016/09/22 by Mark.Satterthwaite To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3135237 on 2016/09/21 by Mark.Satterthwaite Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3135177 on 2016/09/21 by Rob.Cannaday Demote "Missing party state during exit" log from warning to display, as order of operations cause this to always be triggered when voluntarily leaving a party #jira FORT-22575 Change 3135176 on 2016/09/21 by Rob.Cannaday When returning to front-end, re-evaluate pending party joins that were in the waiting for beacon reservation state. #jira FORT-27737 Change 3135174 on 2016/09/21 by Mark.Satterthwaite - Copy MetalRHI & MetalShaderFormat from Dev-Rendering CL #3132772 Provides significant performance improvements on CPU due to improved vertex declaration handling & much reduced GPU heap fragmentation + more stats. Definitely fixes: #jira FORT-29430 Change 3135169 on 2016/09/21 by Mark.Satterthwaite Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3135157 on 2016/09/21 by Mark.Satterthwaite Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3135136 on 2016/09/21 by Bob.Tellez #UE4 Added GetPackageDependenciesForManifestGenerator delegate for games to be able to determine package dependencies however they deem fit. Change 3135132 on 2016/09/21 by Bob.Tellez #UE4 Better final cook platform path creation. WindowsClient was incorrectly forming a path to WindowsNoEditor when looking for chunk manifests Change 3134313 on 2016/09/21 by Lukasz.Furman attempt to fix crash in navmesh generation #jira FORT-30340 Change 3134091 on 2016/09/21 by Rob.Cannaday Fix crash in lib curl debug callback because the string parameter provided by libcurl is not null terminated #jira OGS-428 Change 3133949 on 2016/09/21 by Lukasz.Furman crowd agents will use shorter path corridor when one of two last polys are navlink (corridor part switch happens with 2 or less polys left, we don't want to switch while on navlink) #jira FORT-29880 Change 3133219 on 2016/09/20 by Lukasz.Furman fixed broken navlink's "snap to cheapest area" mode #fortnite Change 3133087 on 2016/09/20 by Saul.Abreu Updated comments on FARFilter to more explicitly express interactions between class filtering settings. Change 3132990 on 2016/09/20 by Saul.Abreu #fortnite Overhaul of asset crawling localizable text gathering commandlet. Added feature for filtering processed assets based on membership in a collection. Change 3132627 on 2016/09/20 by Bob.Tellez #Fortnite Added XLoc language ID for for zh-CN Change 3132616 on 2016/09/20 by Lukasz.Furman added tolerance to navmesh project point 2D query added overrides for accessing projection with tolerance during navwalking height checks, should be replaced with navdata flags later on #jira FORT-29474 Change 3130819 on 2016/09/19 by Ben.Marsh UBT: Read additional configuration settings for BuildConfiguration and UEBuildConfiguration from the engine config settings. Allows setting project-specific config values. Change 3130639 on 2016/09/19 by Lukasz.Furman pass on crowd simulation - husks should move faster through funnels now - husks can clip each other a bit more often :( #fortnite Change 3130625 on 2016/09/19 by Bob.Tellez #UE4 Added an ensure to further track down invalid usage of playerinput #JIRA FORT-30183 Change 3128884 on 2016/09/16 by Ben.Salem Repair nightly FTest runs. FTests are now namespaced differently as of new main merge, and had to uncomment a load-bearing wait that exists to enable the way we run our nightlies (nullrhi w/ execcmds) to start the test properly. Change 3128874 on 2016/09/16 by Daniel.Lamb Testing to see if memory changes have injured fortnite cook times. Change 3127175 on 2016/09/15 by John.Abercrombie GameplayCueInterface's TagToFunctionMap is now keyed by FObjectKey of a UClass, rather than using the UClass as the key - Since UClass-es can be unloaded at run-time, and then loaded again later in a different spot in memory, this is a better solution Clear out the TagToFunctionMap whenever we cleanup a world Move the TagToFunctionMap into a namespace #jira FORT-29194 - Crash during Fight the Storm Defense Change 3126840 on 2016/09/15 by Bob.Tellez #UE4 Added a hack to aid in the conversion from the "USA" and "Poland" region names to "NA" and "EU" Change 3125944 on 2016/09/14 by Billy.Bramer - Fix for FJsonObjectWrapper incorrectly exporting to JSON in a string representation instead of an object representation now that it has an implementation of export text Change 3125764 on 2016/09/14 by Saul.Abreu Change to enum and struct registration so that their packages are all created before either set gets to run their registration logic. Change 3125719 on 2016/09/14 by Bob.Tellez #UE4 Windows in nullrhi do not have OS handles and not initializing you parent window causes a crash when you start PIE (needed for headless automation testing) Change 3125504 on 2016/09/14 by jonathan.lindquist adding a comment to the exclude wpo offsets input Change 3124203 on 2016/09/13 by Bob.Tellez Temporarily removing IOS.Automation.csproj dependency on MobileDeviceInterface since it is causing warnings in UGS right now. Change 3124192 on 2016/09/13 by Tim.Tillotson Fix bad format string in FLinkerLoad::VerifyImport Warning: [2016.09.13-18.49.05:928][927]LogText:Warning: Failed to parse argument "ImportClass" as a number (using "0" as a fallback). Please check your format string for errors: ": Failed import for {ImportClass}". Change 3124083 on 2016/09/13 by Bob.Tellez #UE4 Re-disabling EQFilter for all machines. This is a temporary solution until a more efficient method is found that does not cause machines to lag. Change 3123783 on 2016/09/13 by Jonathan.Lindquist Subtacting 1 from the VAT tools output texture file name uv number to match unreals 0-based system. Change 3122223 on 2016/09/12 by Jonathan.Lindquist Adding optional uv controls for the texture based animations Change 3122220 on 2016/09/12 by jonathan.lindquist adding an optional uv input for the Vertex animation toolset Change 3122070 on 2016/09/12 by John.Abercrombie Added nav links to corner walls, rather than depending on a nav area to traverse the low edge of the corner Made crowd folowing component use the velocity while traversing a link, except if we're falling AIs will not update their paths while following a nav link Lowered the step height of all AIs from 90 to 72 #jira FORT-29786 - Husks can move over the balcony wall on floor structures. Change 3121098 on 2016/09/12 by Chris.Wood Increased Linux timeout when waiting for CRC to complete. [UE-30259] - Some server crashes are missing from crashreporter database #jira UE-30259 Change 3120694 on 2016/09/12 by Saul.Abreu #fortnite Refactored CMS reader to support URLs with protocols (http, https, and file). URIs (URL sans protocol) will no longer work, but we can add in smart fallback logic later, as this is only in Fortnite currently and the only CMS data available currently is via local file. Console command will handle URLs using double quotes, since the colon trips up existing console command parsing logic (it seems). Change 3120686 on 2016/09/11 by Saul.Abreu #fortnite Deleting erroneous config files in EpicCMS plugin. Change 3120659 on 2016/09/11 by Saul.Abreu Added support to widget carousel for getting a callback when the active widget changes. (Not sure who the original author was, but the oldest tracked revision codereview'd Justin Sargent.) Change 3120658 on 2016/09/11 by Saul.Abreu Fixed UMG grid panel to properly set the padding on the slots it creates. Change 3118466 on 2016/09/08 by Bob.Tellez #UE4 There is now an option to exclude all UMG widgets and slots from dedicated server builds. Set bLoadWidgetsOnDedicatedServer=false for this behavior Change 3118149 on 2016/09/08 by Bob.Tellez #UE4 Dont cook non-native CDO references that are excluded for your target Change 3117604 on 2016/09/08 by John.Abercrombie FortGameModeFTesting no longer spawns a pawn Added automated test setting to FortGameMode so we can avoid waiting for a pawn before removing the loading screen Made the FunctionalTest set the view target to the Observation Point if we don't have a pawn, note that this only works on Player Controllers that aren't Debug Camera Controllers so we don't annoy any user who's moving around Change 3116964 on 2016/09/07 by Bob.Tellez #Fortnite We are now building crashreportclient for linux instead of using the stale binary in P4 Change 3116284 on 2016/09/07 by Tim.Tillotson #fortnite Add support for quest objectives that track player ability activation. As part of this also: +Added a bWasCancelled parameter to GameplayAbility::EndAbility. This allows us to determine if an ability was ended prematurely. +Added a OnAbilitySucceeded delegate for determining when an ability was successfully ended. Some additional improvements thanks to code review feedback from Fred.Kimberley. After discussing with Matt Hancy we decided to keep the OnAbilityCompleted delegate for now. We may be able to deprecate and remove it in the future if we rewrite all the existing abilities that use it. Change 3116039 on 2016/09/07 by John.Abercrombie Fix crash when you change the blueprint of a class referenced by a gameplay cue between PIE runs [CL 3215544 by Bob Tellez in Main branch]
2016-11-30 14:12:57 -05:00
{
bStringPulled = MyOwner->FindStraightPath(StartLoc, EndLoc, PathCorridor, PathPoints, &CustomLinkIds);
}
#endif // WITH_RECAST
}
#if DEBUG_DRAW_OFFSET
UWorld* GInternalDebugWorld_ = NULL;
#endif
namespace
{
struct FPathPointInfo
{
FPathPointInfo()
{
}
FPathPointInfo( const FNavPathPoint& InPoint, const FVector& InEdgePt0, const FVector& InEdgePt1)
: Point(InPoint)
, EdgePt0(InEdgePt0)
, EdgePt1(InEdgePt1)
{
/** Empty */
}
FNavPathPoint Point;
FVector EdgePt0;
FVector EdgePt1;
};
FORCEINLINE bool CheckVisibility(const FPathPointInfo* StartPoint, const FPathPointInfo* EndPoint, TArray<FNavigationPortalEdge>& PathCorridorEdges, float OffsetDistannce, FPathPointInfo* LastVisiblePoint)
{
FVector IntersectionPoint = FVector::ZeroVector;
FVector StartTrace = StartPoint->Point.Location;
FVector EndTrace = EndPoint->Point.Location;
// find closest edge to StartPoint
float BestDistance = FLT_MAX;
FNavigationPortalEdge* CurrentEdge = NULL;
float BestEndPointDistance = FLT_MAX;
FNavigationPortalEdge* EndPointEdge = NULL;
for (int32 EdgeIndex =0; EdgeIndex < PathCorridorEdges.Num(); ++EdgeIndex)
{
float DistToEdge = FLT_MAX;
FNavigationPortalEdge* Edge = &PathCorridorEdges[EdgeIndex];
if (BestDistance > FMath::Square(KINDA_SMALL_NUMBER))
{
DistToEdge= FMath::PointDistToSegmentSquared(StartTrace, Edge->Left, Edge->Right);
if (DistToEdge < BestDistance)
{
BestDistance = DistToEdge;
CurrentEdge = Edge;
#if DEBUG_DRAW_OFFSET
DrawDebugLine( GInternalDebugWorld_, Edge->Left, Edge->Right, FColor::White, true );
#endif
}
}
if (BestEndPointDistance > FMath::Square(KINDA_SMALL_NUMBER))
{
DistToEdge= FMath::PointDistToSegmentSquared(EndTrace, Edge->Left, Edge->Right);
if (DistToEdge < BestEndPointDistance)
{
BestEndPointDistance = DistToEdge;
EndPointEdge = Edge;
}
}
}
if (CurrentEdge == NULL || EndPointEdge == NULL )
{
LastVisiblePoint->Point.Location = FVector::ZeroVector;
return false;
}
if (BestDistance <= FMath::Square(KINDA_SMALL_NUMBER))
{
CurrentEdge++;
}
if (CurrentEdge == EndPointEdge)
{
return true;
}
const FVector RayNormal = (StartTrace-EndTrace) .GetSafeNormal() * OffsetDistannce;
StartTrace = StartTrace + RayNormal;
EndTrace = EndTrace - RayNormal;
bool bIsVisible = true;
#if DEBUG_DRAW_OFFSET
DrawDebugLine( GInternalDebugWorld_, StartTrace, EndTrace, FColor::Yellow, true );
#endif
const FNavigationPortalEdge* LaseEdge = &PathCorridorEdges[PathCorridorEdges.Num()-1];
while (CurrentEdge <= EndPointEdge)
{
FVector Left = CurrentEdge->Left;
FVector Right = CurrentEdge->Right;
#if DEBUG_DRAW_OFFSET
DrawDebugLine( GInternalDebugWorld_, Left, Right, FColor::White, true );
#endif
bool bIntersected = FMath::SegmentIntersection2D(Left, Right, StartTrace, EndTrace, IntersectionPoint);
if ( !bIntersected)
{
const float EdgeHalfLength = (CurrentEdge->Left - CurrentEdge->Right).Size() * 0.5;
const float Distance = FMath::Min(OffsetDistannce, EdgeHalfLength) * 0.1;
Left = CurrentEdge->Left + Distance * (CurrentEdge->Right - CurrentEdge->Left).GetSafeNormal();
Right = CurrentEdge->Right + Distance * (CurrentEdge->Left - CurrentEdge->Right).GetSafeNormal();
FVector ClosestPointOnRay, ClosestPointOnEdge;
FMath::SegmentDistToSegment(StartTrace, EndTrace, Right, Left, ClosestPointOnRay, ClosestPointOnEdge);
#if DEBUG_DRAW_OFFSET
DrawDebugSphere( GInternalDebugWorld_, ClosestPointOnEdge, 10, 8, FColor::Red, true );
#endif
LastVisiblePoint->Point.Location = ClosestPointOnEdge;
LastVisiblePoint->EdgePt0= CurrentEdge->Left ;
LastVisiblePoint->EdgePt1= CurrentEdge->Right ;
return false;
}
#if DEBUG_DRAW_OFFSET
DrawDebugSphere( GInternalDebugWorld_, IntersectionPoint, 8, 8, FColor::White, true );
#endif
CurrentEdge++;
bIsVisible = true;
}
return bIsVisible;
}
}
void FNavMeshPath::ApplyFlags(int32 NavDataFlags)
{
if (NavDataFlags & ERecastPathFlags::SkipStringPulling)
{
bWantsStringPulling = false;
}
if (NavDataFlags & ERecastPathFlags::GenerateCorridor)
{
bWantsPathCorridor = true;
}
}
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4 CL#2272587 Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite. CL#2272599 Fixed crash when AI were killed in the same frame they were spawning into the world. CL#2274068 behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement fix for move action crashing on pawn's death CL#2274177 fixed behavior tree's search range when there are mutliple restart requests in the same frame CL#2274359 Fixes RotateToFaceBBEntry not working correctly when focusing on an actor - the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without - with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors - without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location - while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix) - solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea. Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value) CL#2274719 Fix crash related to AnimCameraActor. TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash. CL#2274988 #UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899 CL#2275045 #UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though. CL#2275152 TTP# 336668 Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication. CL#2275528 Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface CL#2275960 fixed behavior tree search being discarded after merge with non discardable request decorator observers will be added even after failed search CL#2276294 Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back). They are separate options which can be used together or separately. CL#2277344 fixed BT decorator indices for abort range preview in editor CL#2277473 NavCollision settings of static mesh will persist through reimport ttp# 344853 CL#2277509 fixed multiple nodes connected to special pins in behavior tree editor CL#2278042 Fixes EQS not returning the best item when the last EQS test is a filter. - To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering. Made the filter and score test types display "Filter Only" & "Score Only" CL#2278111 Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate. CL#2278115 Added "Random" EQS test, which can be used for adding a random value to items. Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well. CL#2278286 Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628. CL#2281762 Moved VLOG in Vlog Redirect function to avoid ensure - Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet CL#2282248 Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types. CL#2282639 Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4 - Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag - Fixed crash in EQSRenderingComponent - Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag) CL#2282678 fixed crash on reimporting static mesh without NavCollision data ttp# 345454 CL#2282919 Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4 - also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489 CL#2282927 Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite CL#2283374 Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving (Fixes ttp 344776) CL#2283475 Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374 CL#2283644 #UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister Fix it so particle system components track if they were active when unregistering, reactivate on next register if true Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely Fix it so single anim skeletal meshes restore state accross reinitializations CL#2283688 Make bPendingKillPending no longer a UProperty so it won't be serialized. Fixes TTPs 342221, 342634 CL#2283879 #UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored. CL#2284368 fixed crash on using blueprint-based EQS contexts in PIE CL#2284405 HotSpots auto expire #UE4 Also, Fortnite-specific: - made FortAIHotSpotManager the owner of hotspots spawning process - added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector CL#2285167 Fixed Fortnite client to match FriendsService API change for pending invites CL#2285650 #UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601 CL#2286127 fixed pathfinding eqs test CL#2286208 fixed EQS tests reverting to Score Only settings after reopening editor ttp# 345719 CL#2286296 Game Invites work in Fortnite again Fixed game to match a backend API change CL#2286378 Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can. CL#2286408 - TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected. CL#2286777 Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.) CL#2289211 Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash" CL#2289279 LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed. Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap. CL#2289897 Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be. CL#2290041 Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions. CL#2290210 #UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed - Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate. - We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs CL#2290255 #UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly CL#2290585 Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4 It was resulting in copied actions loosing parts of its configuration. Also: - added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior CL#2290675 Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4 CL#2290778 fixed invalid nav nodes in paths after offseting CL#2290784 moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment CL#2292104 Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.). CL#2292198 Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4 CL#2292766 Fixed crash if touch event without valid MovieStreamer CL#2292967 GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh. NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display. CL#2293116 #UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line. CL#2293217 Added suffix override to allow StagingInfo instances without platform in the staging path This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient CL#2293263 #UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys) CL#2293534 fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor) CL#2293536 fixed updating parent chain in navoctree after removing last attached node CL#2293543 changed navigation octree parent map to use weak object pointers (merged from main) CL#2293952 Changes/improvements to curl http module: - Properly get bUseCurl from a configuration file. - Do less work when creating requests (checking commandline settings moved to CurlHttpManager). - Do not init/shutdown unless actually used. CL#2294062 Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent - Allows subclasses to define behavior when this occurs - Comment states that this only will be called when the character is walking [CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
void AppendPathPointsHelper(TArray<FNavPathPoint>& PathPoints, const TArray<FPathPointInfo>& SourcePoints, int32 Index)
{
if (SourcePoints.IsValidIndex(Index) && SourcePoints[Index].Point.NodeRef != 0)
{
PathPoints.Add(SourcePoints[Index].Point);
}
}
void FNavMeshPath::OffsetFromCorners(float Distance)
{
SCOPE_CYCLE_COUNTER(STAT_Navigation_OffsetFromCorners);
const ARecastNavMesh* MyOwner = Cast<ARecastNavMesh>(GetNavigationDataUsed());
if (MyOwner == nullptr || PathPoints.Num() == 0 || PathPoints.Num() > 100)
{
// skip it, there is not need to offset that path from performance point of view
return;
}
#if DEBUG_DRAW_OFFSET
GInternalDebugWorld_ = MyOwner->GetWorld();
FlushDebugStrings(GInternalDebugWorld_);
FlushPersistentDebugLines(GInternalDebugWorld_);
#endif
if (bCorridorEdgesGenerated == false)
{
GeneratePathCorridorEdges();
}
const float DistanceSq = Distance * Distance;
int32 CurrentEdge = 0;
bool bNeedToCopyResults = false;
int32 SingleNodePassCount = 0;
FNavPathPoint* PathPoint = PathPoints.GetData();
// it's possible we'll be inserting points into the path, so we need to buffer the result
TArray<FPathPointInfo> FirstPassPoints;
FirstPassPoints.Reserve(PathPoints.Num() + 2);
FirstPassPoints.Add(FPathPointInfo(*PathPoint, FVector::ZeroVector, FVector::ZeroVector));
++PathPoint;
// for every point on path find a related corridor edge
for (int32 PathNodeIndex = 1; PathNodeIndex < PathPoints.Num()-1 && CurrentEdge < PathCorridorEdges.Num();)
{
if (FNavMeshNodeFlags(PathPoint->Flags).PathFlags & RECAST_STRAIGHTPATH_OFFMESH_CONNECTION)
{
// put both ends
FirstPassPoints.Add(FPathPointInfo(*PathPoint, FVector(0), FVector(0)));
FirstPassPoints.Add(FPathPointInfo(*(PathPoint+1), FVector(0), FVector(0)));
PathNodeIndex += 2;
PathPoint += 2;
continue;
}
int32 CloserPoint = -1;
const FNavigationPortalEdge* Edge = &PathCorridorEdges[CurrentEdge];
for (int32 EdgeIndex = CurrentEdge; EdgeIndex < PathCorridorEdges.Num(); ++Edge, ++EdgeIndex)
{
const float DistToSequence = FMath::PointDistToSegmentSquared(PathPoint->Location, Edge->Left, Edge->Right);
if (DistToSequence <= FMath::Square(KINDA_SMALL_NUMBER))
{
const float LeftDistanceSq = FVector::DistSquared(PathPoint->Location, Edge->Left);
const float RightDistanceSq = FVector::DistSquared(PathPoint->Location, Edge->Right);
if (LeftDistanceSq > DistanceSq && RightDistanceSq > DistanceSq)
{
++CurrentEdge;
}
else
{
CloserPoint = LeftDistanceSq < RightDistanceSq ? 0 : 1;
CurrentEdge = EdgeIndex;
}
break;
}
}
if (CloserPoint >= 0)
{
bNeedToCopyResults = true;
Edge = &PathCorridorEdges[CurrentEdge];
const float ActualOffset = FPlatformMath::Min(Edge->GetLength()/2, Distance);
FNavPathPoint NewPathPoint = *PathPoint;
// apply offset
const FVector EdgePt0 = Edge->GetPoint(CloserPoint);
const FVector EdgePt1 = Edge->GetPoint((CloserPoint+1)%2);
const FVector EdgeDir = EdgePt1 - EdgePt0;
const FVector EdgeOffset = EdgeDir.GetSafeNormal() * ActualOffset;
NewPathPoint.Location = EdgePt0 + EdgeOffset;
// update NodeRef (could be different if this is n-th pass on the same PathPoint
NewPathPoint.NodeRef = Edge->ToRef;
FirstPassPoints.Add(FPathPointInfo(NewPathPoint, EdgePt0, EdgePt1));
// if we've found a matching edge it's possible there's also another one there using the same edge.
// that's why we need to repeat the process with the same path point and next edge
++CurrentEdge;
// we need to know if we did more than one iteration on a given point
// if so then we should not add that point in following "else" statement
++SingleNodePassCount;
}
else
{
if (SingleNodePassCount == 0)
{
// store unchanged
FirstPassPoints.Add(FPathPointInfo(*PathPoint, FVector(0), FVector(0)));
}
else
{
SingleNodePassCount = 0;
}
++PathNodeIndex;
++PathPoint;
}
}
if (bNeedToCopyResults)
{
if (FirstPassPoints.Num() < 3 || !MyOwner->bUseBetterOffsetsFromCorners)
{
FNavPathPoint EndPt = PathPoints.Last();
PathPoints.Reset();
for (int32 Index=0; Index < FirstPassPoints.Num(); ++Index)
{
PathPoints.Add(FirstPassPoints[Index].Point);
}
PathPoints.Add(EndPt);
return;
}
TArray<FNavPathPoint> DestinationPathPoints;
DestinationPathPoints.Reserve(FirstPassPoints.Num() + 2);
// don't forget the last point
FirstPassPoints.Add(FPathPointInfo(PathPoints[PathPoints.Num()-1], FVector::ZeroVector, FVector::ZeroVector));
int32 StartPointIndex = 0;
int32 LastVisiblePointIndex = 0;
int32 TestedPointIndex = 1;
int32 LastPointIndex = FirstPassPoints.Num()-1;
const int32 MaxSteps = 200;
for (int32 StepsLeft = MaxSteps; StepsLeft >= 0; StepsLeft--)
{
if (StartPointIndex == TestedPointIndex || StepsLeft == 0)
{
// something went wrong, or exceeded limit of steps (= went even more wrong)
DestinationPathPoints.Reset();
break;
}
const FNavMeshNodeFlags LastVisibleFlags(FirstPassPoints[LastVisiblePointIndex].Point.Flags);
const FNavMeshNodeFlags StartPointFlags(FirstPassPoints[StartPointIndex].Point.Flags);
bool bWantsVisibilityInsert = true;
if (StartPointFlags.PathFlags & RECAST_STRAIGHTPATH_OFFMESH_CONNECTION)
{
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4 CL#2272587 Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite. CL#2272599 Fixed crash when AI were killed in the same frame they were spawning into the world. CL#2274068 behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement fix for move action crashing on pawn's death CL#2274177 fixed behavior tree's search range when there are mutliple restart requests in the same frame CL#2274359 Fixes RotateToFaceBBEntry not working correctly when focusing on an actor - the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without - with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors - without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location - while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix) - solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea. Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value) CL#2274719 Fix crash related to AnimCameraActor. TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash. CL#2274988 #UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899 CL#2275045 #UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though. CL#2275152 TTP# 336668 Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication. CL#2275528 Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface CL#2275960 fixed behavior tree search being discarded after merge with non discardable request decorator observers will be added even after failed search CL#2276294 Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back). They are separate options which can be used together or separately. CL#2277344 fixed BT decorator indices for abort range preview in editor CL#2277473 NavCollision settings of static mesh will persist through reimport ttp# 344853 CL#2277509 fixed multiple nodes connected to special pins in behavior tree editor CL#2278042 Fixes EQS not returning the best item when the last EQS test is a filter. - To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering. Made the filter and score test types display "Filter Only" & "Score Only" CL#2278111 Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate. CL#2278115 Added "Random" EQS test, which can be used for adding a random value to items. Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well. CL#2278286 Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628. CL#2281762 Moved VLOG in Vlog Redirect function to avoid ensure - Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet CL#2282248 Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types. CL#2282639 Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4 - Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag - Fixed crash in EQSRenderingComponent - Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag) CL#2282678 fixed crash on reimporting static mesh without NavCollision data ttp# 345454 CL#2282919 Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4 - also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489 CL#2282927 Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite CL#2283374 Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving (Fixes ttp 344776) CL#2283475 Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374 CL#2283644 #UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister Fix it so particle system components track if they were active when unregistering, reactivate on next register if true Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely Fix it so single anim skeletal meshes restore state accross reinitializations CL#2283688 Make bPendingKillPending no longer a UProperty so it won't be serialized. Fixes TTPs 342221, 342634 CL#2283879 #UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored. CL#2284368 fixed crash on using blueprint-based EQS contexts in PIE CL#2284405 HotSpots auto expire #UE4 Also, Fortnite-specific: - made FortAIHotSpotManager the owner of hotspots spawning process - added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector CL#2285167 Fixed Fortnite client to match FriendsService API change for pending invites CL#2285650 #UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601 CL#2286127 fixed pathfinding eqs test CL#2286208 fixed EQS tests reverting to Score Only settings after reopening editor ttp# 345719 CL#2286296 Game Invites work in Fortnite again Fixed game to match a backend API change CL#2286378 Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can. CL#2286408 - TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected. CL#2286777 Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.) CL#2289211 Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash" CL#2289279 LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed. Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap. CL#2289897 Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be. CL#2290041 Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions. CL#2290210 #UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed - Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate. - We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs CL#2290255 #UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly CL#2290585 Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4 It was resulting in copied actions loosing parts of its configuration. Also: - added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior CL#2290675 Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4 CL#2290778 fixed invalid nav nodes in paths after offseting CL#2290784 moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment CL#2292104 Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.). CL#2292198 Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4 CL#2292766 Fixed crash if touch event without valid MovieStreamer CL#2292967 GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh. NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display. CL#2293116 #UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line. CL#2293217 Added suffix override to allow StagingInfo instances without platform in the staging path This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient CL#2293263 #UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys) CL#2293534 fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor) CL#2293536 fixed updating parent chain in navoctree after removing last attached node CL#2293543 changed navigation octree parent map to use weak object pointers (merged from main) CL#2293952 Changes/improvements to curl http module: - Properly get bUseCurl from a configuration file. - Do less work when creating requests (checking commandline settings moved to CurlHttpManager). - Do not init/shutdown unless actually used. CL#2294062 Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent - Allows subclasses to define behavior when this occurs - Comment states that this only will be called when the character is walking [CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
AppendPathPointsHelper(DestinationPathPoints, FirstPassPoints, StartPointIndex);
AppendPathPointsHelper(DestinationPathPoints, FirstPassPoints, StartPointIndex + 1);
StartPointIndex++;
LastVisiblePointIndex = StartPointIndex;
TestedPointIndex = LastVisiblePointIndex + 1;
// skip inserting new points
bWantsVisibilityInsert = false;
}
bool bVisible = false;
if (((LastVisibleFlags.PathFlags & RECAST_STRAIGHTPATH_OFFMESH_CONNECTION) == 0) && (StartPointFlags.Area == LastVisibleFlags.Area))
{
FPathPointInfo LastVisiblePoint;
bVisible = CheckVisibility( &FirstPassPoints[StartPointIndex], &FirstPassPoints[TestedPointIndex], PathCorridorEdges, Distance, &LastVisiblePoint );
if (!bVisible)
{
if (LastVisiblePoint.Point.Location.IsNearlyZero())
{
DestinationPathPoints.Reset();
break;
}
else if (StartPointIndex == LastVisiblePointIndex)
{
/** add new point only if we don't see our next location otherwise use last visible point*/
LastVisiblePoint.Point.Flags = FirstPassPoints[LastVisiblePointIndex].Point.Flags;
LastVisiblePointIndex = FirstPassPoints.Insert( LastVisiblePoint, StartPointIndex+1 );
LastPointIndex = FirstPassPoints.Num()-1;
// TODO: potential infinite loop - keeps inserting point without visibility
}
}
}
if (bWantsVisibilityInsert)
{
if (bVisible)
{
#if PATH_OFFSET_KEEP_VISIBLE_POINTS
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4 CL#2272587 Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite. CL#2272599 Fixed crash when AI were killed in the same frame they were spawning into the world. CL#2274068 behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement fix for move action crashing on pawn's death CL#2274177 fixed behavior tree's search range when there are mutliple restart requests in the same frame CL#2274359 Fixes RotateToFaceBBEntry not working correctly when focusing on an actor - the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without - with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors - without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location - while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix) - solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea. Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value) CL#2274719 Fix crash related to AnimCameraActor. TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash. CL#2274988 #UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899 CL#2275045 #UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though. CL#2275152 TTP# 336668 Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication. CL#2275528 Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface CL#2275960 fixed behavior tree search being discarded after merge with non discardable request decorator observers will be added even after failed search CL#2276294 Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back). They are separate options which can be used together or separately. CL#2277344 fixed BT decorator indices for abort range preview in editor CL#2277473 NavCollision settings of static mesh will persist through reimport ttp# 344853 CL#2277509 fixed multiple nodes connected to special pins in behavior tree editor CL#2278042 Fixes EQS not returning the best item when the last EQS test is a filter. - To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering. Made the filter and score test types display "Filter Only" & "Score Only" CL#2278111 Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate. CL#2278115 Added "Random" EQS test, which can be used for adding a random value to items. Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well. CL#2278286 Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628. CL#2281762 Moved VLOG in Vlog Redirect function to avoid ensure - Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet CL#2282248 Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types. CL#2282639 Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4 - Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag - Fixed crash in EQSRenderingComponent - Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag) CL#2282678 fixed crash on reimporting static mesh without NavCollision data ttp# 345454 CL#2282919 Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4 - also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489 CL#2282927 Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite CL#2283374 Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving (Fixes ttp 344776) CL#2283475 Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374 CL#2283644 #UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister Fix it so particle system components track if they were active when unregistering, reactivate on next register if true Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely Fix it so single anim skeletal meshes restore state accross reinitializations CL#2283688 Make bPendingKillPending no longer a UProperty so it won't be serialized. Fixes TTPs 342221, 342634 CL#2283879 #UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored. CL#2284368 fixed crash on using blueprint-based EQS contexts in PIE CL#2284405 HotSpots auto expire #UE4 Also, Fortnite-specific: - made FortAIHotSpotManager the owner of hotspots spawning process - added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector CL#2285167 Fixed Fortnite client to match FriendsService API change for pending invites CL#2285650 #UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601 CL#2286127 fixed pathfinding eqs test CL#2286208 fixed EQS tests reverting to Score Only settings after reopening editor ttp# 345719 CL#2286296 Game Invites work in Fortnite again Fixed game to match a backend API change CL#2286378 Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can. CL#2286408 - TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected. CL#2286777 Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.) CL#2289211 Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash" CL#2289279 LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed. Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap. CL#2289897 Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be. CL#2290041 Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions. CL#2290210 #UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed - Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate. - We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs CL#2290255 #UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly CL#2290585 Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4 It was resulting in copied actions loosing parts of its configuration. Also: - added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior CL#2290675 Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4 CL#2290778 fixed invalid nav nodes in paths after offseting CL#2290784 moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment CL#2292104 Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.). CL#2292198 Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4 CL#2292766 Fixed crash if touch event without valid MovieStreamer CL#2292967 GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh. NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display. CL#2293116 #UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line. CL#2293217 Added suffix override to allow StagingInfo instances without platform in the staging path This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient CL#2293263 #UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys) CL#2293534 fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor) CL#2293536 fixed updating parent chain in navoctree after removing last attached node CL#2293543 changed navigation octree parent map to use weak object pointers (merged from main) CL#2293952 Changes/improvements to curl http module: - Properly get bUseCurl from a configuration file. - Do less work when creating requests (checking commandline settings moved to CurlHttpManager). - Do not init/shutdown unless actually used. CL#2294062 Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent - Allows subclasses to define behavior when this occurs - Comment states that this only will be called when the character is walking [CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
AppendPathPointsHelper(DestinationPathPoints, FirstPassPoints, StartPointIndex);
LastVisiblePointIndex = TestedPointIndex;
StartPointIndex = LastVisiblePointIndex;
TestedPointIndex++;
#else
LastVisiblePointIndex = TestedPointIndex;
TestedPointIndex++;
#endif
}
else
{
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4 CL#2272587 Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite. CL#2272599 Fixed crash when AI were killed in the same frame they were spawning into the world. CL#2274068 behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement fix for move action crashing on pawn's death CL#2274177 fixed behavior tree's search range when there are mutliple restart requests in the same frame CL#2274359 Fixes RotateToFaceBBEntry not working correctly when focusing on an actor - the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without - with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors - without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location - while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix) - solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea. Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value) CL#2274719 Fix crash related to AnimCameraActor. TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash. CL#2274988 #UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899 CL#2275045 #UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though. CL#2275152 TTP# 336668 Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication. CL#2275528 Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface CL#2275960 fixed behavior tree search being discarded after merge with non discardable request decorator observers will be added even after failed search CL#2276294 Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back). They are separate options which can be used together or separately. CL#2277344 fixed BT decorator indices for abort range preview in editor CL#2277473 NavCollision settings of static mesh will persist through reimport ttp# 344853 CL#2277509 fixed multiple nodes connected to special pins in behavior tree editor CL#2278042 Fixes EQS not returning the best item when the last EQS test is a filter. - To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering. Made the filter and score test types display "Filter Only" & "Score Only" CL#2278111 Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate. CL#2278115 Added "Random" EQS test, which can be used for adding a random value to items. Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well. CL#2278286 Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628. CL#2281762 Moved VLOG in Vlog Redirect function to avoid ensure - Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet CL#2282248 Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types. CL#2282639 Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4 - Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag - Fixed crash in EQSRenderingComponent - Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag) CL#2282678 fixed crash on reimporting static mesh without NavCollision data ttp# 345454 CL#2282919 Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4 - also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489 CL#2282927 Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite CL#2283374 Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving (Fixes ttp 344776) CL#2283475 Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374 CL#2283644 #UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister Fix it so particle system components track if they were active when unregistering, reactivate on next register if true Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely Fix it so single anim skeletal meshes restore state accross reinitializations CL#2283688 Make bPendingKillPending no longer a UProperty so it won't be serialized. Fixes TTPs 342221, 342634 CL#2283879 #UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored. CL#2284368 fixed crash on using blueprint-based EQS contexts in PIE CL#2284405 HotSpots auto expire #UE4 Also, Fortnite-specific: - made FortAIHotSpotManager the owner of hotspots spawning process - added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector CL#2285167 Fixed Fortnite client to match FriendsService API change for pending invites CL#2285650 #UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601 CL#2286127 fixed pathfinding eqs test CL#2286208 fixed EQS tests reverting to Score Only settings after reopening editor ttp# 345719 CL#2286296 Game Invites work in Fortnite again Fixed game to match a backend API change CL#2286378 Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can. CL#2286408 - TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected. CL#2286777 Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.) CL#2289211 Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash" CL#2289279 LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed. Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap. CL#2289897 Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be. CL#2290041 Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions. CL#2290210 #UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed - Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate. - We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs CL#2290255 #UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly CL#2290585 Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4 It was resulting in copied actions loosing parts of its configuration. Also: - added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior CL#2290675 Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4 CL#2290778 fixed invalid nav nodes in paths after offseting CL#2290784 moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment CL#2292104 Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.). CL#2292198 Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4 CL#2292766 Fixed crash if touch event without valid MovieStreamer CL#2292967 GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh. NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display. CL#2293116 #UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line. CL#2293217 Added suffix override to allow StagingInfo instances without platform in the staging path This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient CL#2293263 #UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys) CL#2293534 fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor) CL#2293536 fixed updating parent chain in navoctree after removing last attached node CL#2293543 changed navigation octree parent map to use weak object pointers (merged from main) CL#2293952 Changes/improvements to curl http module: - Properly get bUseCurl from a configuration file. - Do less work when creating requests (checking commandline settings moved to CurlHttpManager). - Do not init/shutdown unless actually used. CL#2294062 Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent - Allows subclasses to define behavior when this occurs - Comment states that this only will be called when the character is walking [CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
AppendPathPointsHelper(DestinationPathPoints, FirstPassPoints, StartPointIndex);
StartPointIndex = LastVisiblePointIndex;
TestedPointIndex = LastVisiblePointIndex + 1;
}
}
// if reached end of path, add current and last points to close it and leave loop
if (TestedPointIndex > LastPointIndex)
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4 CL#2272587 Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite. CL#2272599 Fixed crash when AI were killed in the same frame they were spawning into the world. CL#2274068 behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement fix for move action crashing on pawn's death CL#2274177 fixed behavior tree's search range when there are mutliple restart requests in the same frame CL#2274359 Fixes RotateToFaceBBEntry not working correctly when focusing on an actor - the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without - with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors - without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location - while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix) - solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea. Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value) CL#2274719 Fix crash related to AnimCameraActor. TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash. CL#2274988 #UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899 CL#2275045 #UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though. CL#2275152 TTP# 336668 Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication. CL#2275528 Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface CL#2275960 fixed behavior tree search being discarded after merge with non discardable request decorator observers will be added even after failed search CL#2276294 Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back). They are separate options which can be used together or separately. CL#2277344 fixed BT decorator indices for abort range preview in editor CL#2277473 NavCollision settings of static mesh will persist through reimport ttp# 344853 CL#2277509 fixed multiple nodes connected to special pins in behavior tree editor CL#2278042 Fixes EQS not returning the best item when the last EQS test is a filter. - To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering. Made the filter and score test types display "Filter Only" & "Score Only" CL#2278111 Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate. CL#2278115 Added "Random" EQS test, which can be used for adding a random value to items. Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well. CL#2278286 Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628. CL#2281762 Moved VLOG in Vlog Redirect function to avoid ensure - Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet CL#2282248 Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types. CL#2282639 Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4 - Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag - Fixed crash in EQSRenderingComponent - Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag) CL#2282678 fixed crash on reimporting static mesh without NavCollision data ttp# 345454 CL#2282919 Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4 - also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489 CL#2282927 Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite CL#2283374 Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving (Fixes ttp 344776) CL#2283475 Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374 CL#2283644 #UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister Fix it so particle system components track if they were active when unregistering, reactivate on next register if true Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely Fix it so single anim skeletal meshes restore state accross reinitializations CL#2283688 Make bPendingKillPending no longer a UProperty so it won't be serialized. Fixes TTPs 342221, 342634 CL#2283879 #UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored. CL#2284368 fixed crash on using blueprint-based EQS contexts in PIE CL#2284405 HotSpots auto expire #UE4 Also, Fortnite-specific: - made FortAIHotSpotManager the owner of hotspots spawning process - added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector CL#2285167 Fixed Fortnite client to match FriendsService API change for pending invites CL#2285650 #UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601 CL#2286127 fixed pathfinding eqs test CL#2286208 fixed EQS tests reverting to Score Only settings after reopening editor ttp# 345719 CL#2286296 Game Invites work in Fortnite again Fixed game to match a backend API change CL#2286378 Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can. CL#2286408 - TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected. CL#2286777 Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.) CL#2289211 Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash" CL#2289279 LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed. Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap. CL#2289897 Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be. CL#2290041 Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions. CL#2290210 #UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed - Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate. - We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs CL#2290255 #UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly CL#2290585 Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4 It was resulting in copied actions loosing parts of its configuration. Also: - added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior CL#2290675 Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4 CL#2290778 fixed invalid nav nodes in paths after offseting CL#2290784 moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment CL#2292104 Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.). CL#2292198 Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4 CL#2292766 Fixed crash if touch event without valid MovieStreamer CL#2292967 GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh. NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display. CL#2293116 #UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line. CL#2293217 Added suffix override to allow StagingInfo instances without platform in the staging path This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient CL#2293263 #UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys) CL#2293534 fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor) CL#2293536 fixed updating parent chain in navoctree after removing last attached node CL#2293543 changed navigation octree parent map to use weak object pointers (merged from main) CL#2293952 Changes/improvements to curl http module: - Properly get bUseCurl from a configuration file. - Do less work when creating requests (checking commandline settings moved to CurlHttpManager). - Do not init/shutdown unless actually used. CL#2294062 Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent - Allows subclasses to define behavior when this occurs - Comment states that this only will be called when the character is walking [CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
{
AppendPathPointsHelper(DestinationPathPoints, FirstPassPoints, StartPointIndex);
AppendPathPointsHelper(DestinationPathPoints, FirstPassPoints, LastPointIndex);
break;
}
}
if (DestinationPathPoints.Num())
{
PathPoints = DestinationPathPoints;
}
}
}
bool FNavMeshPath::IsPathSegmentANavLink(const int32 PathSegmentStartIndex) const
{
return PathPoints.IsValidIndex(PathSegmentStartIndex)
&& FNavMeshNodeFlags(PathPoints[PathSegmentStartIndex].Flags).IsNavLink();
}
void FNavMeshPath::DebugDraw(const ANavigationData* NavData, FColor PathColor, UCanvas* Canvas, bool bPersistent, const uint32 NextPathPointIndex) const
{
Super::DebugDraw(NavData, PathColor, Canvas, bPersistent, NextPathPointIndex);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
#if WITH_RECAST && ENABLE_DRAW_DEBUG
const ARecastNavMesh* RecastNavMesh = Cast<const ARecastNavMesh>(NavData);
const TArray<FNavigationPortalEdge>& Edges = (const_cast<FNavMeshPath*>(this))->GetPathCorridorEdges();
const int32 CorridorEdgesCount = Edges.Num();
const UWorld* World = NavData->GetWorld();
for (int32 EdgeIndex = 0; EdgeIndex < CorridorEdgesCount; ++EdgeIndex)
{
DrawDebugLine(World, Edges[EdgeIndex].Left + NavigationDebugDrawing::PathOffset, Edges[EdgeIndex].Right + NavigationDebugDrawing::PathOffset
, FColor::Blue, bPersistent, /*LifeTime*/-1.f, /*DepthPriority*/0
, /*Thickness*/NavigationDebugDrawing::PathLineThickness);
}
if (Canvas && RecastNavMesh && RecastNavMesh->bDrawLabelsOnPathNodes)
{
UFont* RenderFont = GEngine->GetSmallFont();
for (int32 VertIdx = 0; VertIdx < PathPoints.Num(); ++VertIdx)
{
// draw box at vert
FVector const VertLoc = PathPoints[VertIdx].Location
+ FVector(0, 0, NavigationDebugDrawing::PathNodeBoxExtent.Z*2)
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
+ NavigationDebugDrawing::PathOffset;
const FVector ScreenLocation = Canvas->Project(VertLoc);
FNavMeshNodeFlags NodeFlags(PathPoints[VertIdx].Flags);
const UClass* NavAreaClass = RecastNavMesh->GetAreaClass(NodeFlags.Area);
Canvas->DrawText(RenderFont, FString::Printf(TEXT("%d: %s"), VertIdx, *GetNameSafe(NavAreaClass)), ScreenLocation.X, ScreenLocation.Y );
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
#endif // WITH_RECAST && ENABLE_DRAW_DEBUG
}
bool FNavMeshPath::ContainsWithSameEnd(const FNavMeshPath* Other) const
{
if (PathCorridor.Num() < Other->PathCorridor.Num())
{
return false;
}
const NavNodeRef* ThisPathNode = &PathCorridor[PathCorridor.Num()-1];
const NavNodeRef* OtherPathNode = &Other->PathCorridor[Other->PathCorridor.Num()-1];
bool bAreTheSame = true;
for (int32 NodeIndex = Other->PathCorridor.Num() - 1; NodeIndex >= 0 && bAreTheSame; --NodeIndex, --ThisPathNode, --OtherPathNode)
{
bAreTheSame = *ThisPathNode == *OtherPathNode;
}
return bAreTheSame;
}
namespace
{
FORCEINLINE
bool CheckIntersectBetweenPoints(const FBox& Box, const FVector* AgentExtent, const FVector& Start, const FVector& End)
{
if (FVector::DistSquared(Start, End) > SMALL_NUMBER)
{
const FVector Direction = (End - Start);
FVector HitLocation, HitNormal;
float HitTime;
// If we have a valid AgentExtent, then we use an extent box to represent the path
// Otherwise we use a line to represent the path
if ((AgentExtent && FMath::LineExtentBoxIntersection(Box, Start, End, *AgentExtent, HitLocation, HitNormal, HitTime)) ||
(!AgentExtent && FMath::LineBoxIntersection(Box, Start, End, Direction)))
{
return true;
}
}
return false;
}
}
bool FNavMeshPath::DoesPathIntersectBoxImplementation(const FBox& Box, const FVector& StartLocation, uint32 StartingIndex, int32* IntersectingSegmentIndex, FVector* AgentExtent) const
{
bool bIntersects = false;
const TArray<FNavigationPortalEdge>& CorridorEdges = GetPathCorridorEdges();
const uint32 NumCorridorEdges = CorridorEdges.Num();
// if we have a valid corridor, but the index is out of bounds, we could
// be checking just the last point, but that would be inconsistent with
// FNavMeshPath::DoesPathIntersectBoxImplementation implementation
// so in this case we just say "Nope, doesn't intersect"
if (NumCorridorEdges <= 0 || StartingIndex > NumCorridorEdges)
{
return false;
}
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4 CL#2272587 Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite. CL#2272599 Fixed crash when AI were killed in the same frame they were spawning into the world. CL#2274068 behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement fix for move action crashing on pawn's death CL#2274177 fixed behavior tree's search range when there are mutliple restart requests in the same frame CL#2274359 Fixes RotateToFaceBBEntry not working correctly when focusing on an actor - the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without - with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors - without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location - while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix) - solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea. Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value) CL#2274719 Fix crash related to AnimCameraActor. TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash. CL#2274988 #UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899 CL#2275045 #UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though. CL#2275152 TTP# 336668 Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication. CL#2275528 Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface CL#2275960 fixed behavior tree search being discarded after merge with non discardable request decorator observers will be added even after failed search CL#2276294 Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back). They are separate options which can be used together or separately. CL#2277344 fixed BT decorator indices for abort range preview in editor CL#2277473 NavCollision settings of static mesh will persist through reimport ttp# 344853 CL#2277509 fixed multiple nodes connected to special pins in behavior tree editor CL#2278042 Fixes EQS not returning the best item when the last EQS test is a filter. - To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering. Made the filter and score test types display "Filter Only" & "Score Only" CL#2278111 Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate. CL#2278115 Added "Random" EQS test, which can be used for adding a random value to items. Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well. CL#2278286 Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628. CL#2281762 Moved VLOG in Vlog Redirect function to avoid ensure - Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet CL#2282248 Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types. CL#2282639 Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4 - Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag - Fixed crash in EQSRenderingComponent - Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag) CL#2282678 fixed crash on reimporting static mesh without NavCollision data ttp# 345454 CL#2282919 Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4 - also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489 CL#2282927 Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite CL#2283374 Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving (Fixes ttp 344776) CL#2283475 Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374 CL#2283644 #UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister Fix it so particle system components track if they were active when unregistering, reactivate on next register if true Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely Fix it so single anim skeletal meshes restore state accross reinitializations CL#2283688 Make bPendingKillPending no longer a UProperty so it won't be serialized. Fixes TTPs 342221, 342634 CL#2283879 #UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored. CL#2284368 fixed crash on using blueprint-based EQS contexts in PIE CL#2284405 HotSpots auto expire #UE4 Also, Fortnite-specific: - made FortAIHotSpotManager the owner of hotspots spawning process - added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector CL#2285167 Fixed Fortnite client to match FriendsService API change for pending invites CL#2285650 #UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601 CL#2286127 fixed pathfinding eqs test CL#2286208 fixed EQS tests reverting to Score Only settings after reopening editor ttp# 345719 CL#2286296 Game Invites work in Fortnite again Fixed game to match a backend API change CL#2286378 Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can. CL#2286408 - TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected. CL#2286777 Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.) CL#2289211 Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash" CL#2289279 LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed. Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap. CL#2289897 Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be. CL#2290041 Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions. CL#2290210 #UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed - Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate. - We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs CL#2290255 #UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly CL#2290585 Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4 It was resulting in copied actions loosing parts of its configuration. Also: - added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior CL#2290675 Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4 CL#2290778 fixed invalid nav nodes in paths after offseting CL#2290784 moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment CL#2292104 Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.). CL#2292198 Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4 CL#2292766 Fixed crash if touch event without valid MovieStreamer CL#2292967 GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh. NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display. CL#2293116 #UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line. CL#2293217 Added suffix override to allow StagingInfo instances without platform in the staging path This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient CL#2293263 #UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys) CL#2293534 fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor) CL#2293536 fixed updating parent chain in navoctree after removing last attached node CL#2293543 changed navigation octree parent map to use weak object pointers (merged from main) CL#2293952 Changes/improvements to curl http module: - Properly get bUseCurl from a configuration file. - Do less work when creating requests (checking commandline settings moved to CurlHttpManager). - Do not init/shutdown unless actually used. CL#2294062 Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent - Allows subclasses to define behavior when this occurs - Comment states that this only will be called when the character is walking [CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
// note that it's a bit simplified. It works
Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4. * CL#2446826 Lukasz.Furman Back out changelist 2445212 Broken direct paths to goal, will fix it soon. * CL#2446871 Lukasz.Furman fixed path updates of direct path (FAbstractNavigationPath) #fortnite * CL#2447293 John.Abercrombie Resubmit CL 2443888 - Looks like things are working correctly, potentially due to my changes in CL 2444830 (Back out changelist 2443888 - which backed out CL 2443888 originally) * CL#2447787 Ben.Zeigler #UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise * CL#2448460 Lukasz.Furman added cleanup for duplicated subtree assets on behavior tree graph save #fortnite * CL#2449132 David.Nikdel #UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally * CL#2449208 Fred.Kimberley Fix crashes when compiling some blueprints. A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation. #ue4 * CL#2449329 Josh.Andersen #engine - Added more info to an assert that can happen in an animsequence at runtime. * CL#2449869 sebastian.kowalczyk Changed timer in visual logger to use FTimerHandle. Fixed possible issue with missing log on LogVisualizer timeline. * CL#2450394 John.Abercrombie Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack. - The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out - Fixed up function names to match the functionality of animations blending out rather than the animation ended * CL#2451683 Josh.Andersen #engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node. * CL#2452151 Ben.Zeigler #UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client * CL#2452733 Ben.Zeigler #UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction * CL#2453024 Lukasz.Furman added navigation filter to EQS pathfinding tests * CL#2453422 Ben.Zeigler #UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags * CL#2453874 Josh.Markiewicz #UE4 - check that the http module is available before attempting to remove pending http requests in mcp - prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown * CL#2453906 Josh.Markiewicz #UE4 - added IsValid function to party reservation structure - added a few more checks to validate input on reservation request - prevent empty or invalid reservation ids on reservation requests * CL#2454211 Bob.Tellez #UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree. * CL#2454353 Billy.Bramer - Fixes for issues in GE pending list implementation: - PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy - GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment - RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array * CL#2454740 Laurent.Delayen Fixed SlotNode being registered multiple times when inside of a State. (Triggered by FAnimNode_StateMachine::SetState) * CL#2455611 Ben.Zeigler #UE4 Changes to GameplayCue handling to improve network performance: Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues. FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope. Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display. Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC. Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client * CL#2455653 Ben.Zeigler #UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated. * CL#2455995 Lukasz.Furman fixed losing pending task execution data after failed search attempt * CL#2456247 John.Abercrombie - The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content) - Made it so if we detect an invalid KeyID we get the correct KeyID at runtime - This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now - Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz. * CL#2456854 John.Abercrombie Fixed crash when writing to VLog while it was making a string with invalid data * CL#2457309 Eric.Newman Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered. This fixes an issue where "kicked from game" popups would cause the user to be treated as active. * CL#2457658 Sammy.James Double-Deferred Slate Widgets will now properly render :) * CL#2458196 Lukasz.Furman proper fix for UBTDecorator_CheckGameplayTagsOnActor * CL#2458334 sebastian.kowalczyk Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server". * CL#2459893 Billy.Bramer [FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds - Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general) - Change CustomMatch query delegate to take the active effect by reference instead of making copies - Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles) * CL#2462362 Daniel.Broder Minor cleanup while investigating a crash: In FBlueprintVarActionDetails::PopulateCategories: * Split up check with && into two separate checks so the exact issue can be seen * Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value. * Made a few spacing discrepancies consistent within the function. * CL#2462580 John.Abercrombie Added a decorator that can set a tag cooldown but does not test affect BT execution flow * CL#2463013 John.Abercrombie Added extra info to VLog when we need to smash something as part of our path. - Exposed the PathFollowing log category outside of the AI Module * CL#2463138 Josh.Markiewicz #UE4 - found some compile errors when LOG_SLATE_EVENTS is 1 - doesn't actually make it work, but they were compile errors * CL#2464208 Ben.Zeigler #UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated * CL#2464231 Josh.Markiewicz #UE4 - added more descriptions to party beacon return results * CL#2466155 Lukasz.Furman added batch pathfinding test for EQS * CL#2466237 Lukasz.Furman EQS generators will now cache NavLocation of items if navmesh projection is enabled * CL#2466356 Lukasz.Furman added support for deprecated nodes in EQS editor * CL#2466358 Lukasz.Furman pathing grid EQS generator is now deprecated * CL#2466439 Lukasz.Furman added failsafe in EQS editor for recreating missing nodes * CL#2466643 Josh.Markiewicz #UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state. * CL#2466813 Laurent.Delayen Fix for weapons not showing aiming angle on simulated proxies. * CL#2467308 Bob.Tellez #UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming. [CL 2474673 by Bob Tellez in Main branch]
2015-03-10 21:41:11 -04:00
FVector Start = StartLocation;
if (CorridorEdges.IsValidIndex(StartingIndex))
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
// make sure that Start is initialized correctly when testing from the middle of path (StartingIndex > 0)
if (CorridorEdges.IsValidIndex(StartingIndex - 1))
{
const FNavigationPortalEdge& Edge = CorridorEdges[StartingIndex - 1];
Start = Edge.Right + (Edge.Left - Edge.Right) / 2 + (AgentExtent ? FVector(0.f, 0.f, AgentExtent->Z) : FVector::ZeroVector);
}
for (uint32 PortalIndex = StartingIndex; PortalIndex < NumCorridorEdges; ++PortalIndex)
{
const FNavigationPortalEdge& Edge = CorridorEdges[PortalIndex];
const FVector End = Edge.Right + (Edge.Left - Edge.Right) / 2 + (AgentExtent ? FVector(0.f, 0.f, AgentExtent->Z) : FVector::ZeroVector);
if (CheckIntersectBetweenPoints(Box, AgentExtent, Start, End))
{
bIntersects = true;
if (IntersectingSegmentIndex != NULL)
{
*IntersectingSegmentIndex = PortalIndex;
}
break;
}
Start = End;
}
// test the last portal->path end line.
if (bIntersects == false)
{
ensure(PathPoints.Num() == 2);
const FVector End = PathPoints.Last().Location + (AgentExtent ? FVector(0.f, 0.f, AgentExtent->Z) : FVector::ZeroVector);
if (CheckIntersectBetweenPoints(Box, AgentExtent, Start, End))
{
bIntersects = true;
if (IntersectingSegmentIndex != NULL)
{
*IntersectingSegmentIndex = NumCorridorEdges;
}
}
}
Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4. * CL#2446826 Lukasz.Furman Back out changelist 2445212 Broken direct paths to goal, will fix it soon. * CL#2446871 Lukasz.Furman fixed path updates of direct path (FAbstractNavigationPath) #fortnite * CL#2447293 John.Abercrombie Resubmit CL 2443888 - Looks like things are working correctly, potentially due to my changes in CL 2444830 (Back out changelist 2443888 - which backed out CL 2443888 originally) * CL#2447787 Ben.Zeigler #UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise * CL#2448460 Lukasz.Furman added cleanup for duplicated subtree assets on behavior tree graph save #fortnite * CL#2449132 David.Nikdel #UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally * CL#2449208 Fred.Kimberley Fix crashes when compiling some blueprints. A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation. #ue4 * CL#2449329 Josh.Andersen #engine - Added more info to an assert that can happen in an animsequence at runtime. * CL#2449869 sebastian.kowalczyk Changed timer in visual logger to use FTimerHandle. Fixed possible issue with missing log on LogVisualizer timeline. * CL#2450394 John.Abercrombie Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack. - The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out - Fixed up function names to match the functionality of animations blending out rather than the animation ended * CL#2451683 Josh.Andersen #engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node. * CL#2452151 Ben.Zeigler #UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client * CL#2452733 Ben.Zeigler #UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction * CL#2453024 Lukasz.Furman added navigation filter to EQS pathfinding tests * CL#2453422 Ben.Zeigler #UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags * CL#2453874 Josh.Markiewicz #UE4 - check that the http module is available before attempting to remove pending http requests in mcp - prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown * CL#2453906 Josh.Markiewicz #UE4 - added IsValid function to party reservation structure - added a few more checks to validate input on reservation request - prevent empty or invalid reservation ids on reservation requests * CL#2454211 Bob.Tellez #UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree. * CL#2454353 Billy.Bramer - Fixes for issues in GE pending list implementation: - PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy - GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment - RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array * CL#2454740 Laurent.Delayen Fixed SlotNode being registered multiple times when inside of a State. (Triggered by FAnimNode_StateMachine::SetState) * CL#2455611 Ben.Zeigler #UE4 Changes to GameplayCue handling to improve network performance: Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues. FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope. Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display. Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC. Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client * CL#2455653 Ben.Zeigler #UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated. * CL#2455995 Lukasz.Furman fixed losing pending task execution data after failed search attempt * CL#2456247 John.Abercrombie - The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content) - Made it so if we detect an invalid KeyID we get the correct KeyID at runtime - This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now - Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz. * CL#2456854 John.Abercrombie Fixed crash when writing to VLog while it was making a string with invalid data * CL#2457309 Eric.Newman Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered. This fixes an issue where "kicked from game" popups would cause the user to be treated as active. * CL#2457658 Sammy.James Double-Deferred Slate Widgets will now properly render :) * CL#2458196 Lukasz.Furman proper fix for UBTDecorator_CheckGameplayTagsOnActor * CL#2458334 sebastian.kowalczyk Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server". * CL#2459893 Billy.Bramer [FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds - Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general) - Change CustomMatch query delegate to take the active effect by reference instead of making copies - Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles) * CL#2462362 Daniel.Broder Minor cleanup while investigating a crash: In FBlueprintVarActionDetails::PopulateCategories: * Split up check with && into two separate checks so the exact issue can be seen * Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value. * Made a few spacing discrepancies consistent within the function. * CL#2462580 John.Abercrombie Added a decorator that can set a tag cooldown but does not test affect BT execution flow * CL#2463013 John.Abercrombie Added extra info to VLog when we need to smash something as part of our path. - Exposed the PathFollowing log category outside of the AI Module * CL#2463138 Josh.Markiewicz #UE4 - found some compile errors when LOG_SLATE_EVENTS is 1 - doesn't actually make it work, but they were compile errors * CL#2464208 Ben.Zeigler #UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated * CL#2464231 Josh.Markiewicz #UE4 - added more descriptions to party beacon return results * CL#2466155 Lukasz.Furman added batch pathfinding test for EQS * CL#2466237 Lukasz.Furman EQS generators will now cache NavLocation of items if navmesh projection is enabled * CL#2466356 Lukasz.Furman added support for deprecated nodes in EQS editor * CL#2466358 Lukasz.Furman pathing grid EQS generator is now deprecated * CL#2466439 Lukasz.Furman added failsafe in EQS editor for recreating missing nodes * CL#2466643 Josh.Markiewicz #UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state. * CL#2466813 Laurent.Delayen Fix for weapons not showing aiming angle on simulated proxies. * CL#2467308 Bob.Tellez #UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming. [CL 2474673 by Bob Tellez in Main branch]
2015-03-10 21:41:11 -04:00
}
else if (NumCorridorEdges > 0 && StartingIndex == NumCorridorEdges) //at last polygon, just after last edge so direct line check
Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4. * CL#2446826 Lukasz.Furman Back out changelist 2445212 Broken direct paths to goal, will fix it soon. * CL#2446871 Lukasz.Furman fixed path updates of direct path (FAbstractNavigationPath) #fortnite * CL#2447293 John.Abercrombie Resubmit CL 2443888 - Looks like things are working correctly, potentially due to my changes in CL 2444830 (Back out changelist 2443888 - which backed out CL 2443888 originally) * CL#2447787 Ben.Zeigler #UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise * CL#2448460 Lukasz.Furman added cleanup for duplicated subtree assets on behavior tree graph save #fortnite * CL#2449132 David.Nikdel #UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally * CL#2449208 Fred.Kimberley Fix crashes when compiling some blueprints. A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation. #ue4 * CL#2449329 Josh.Andersen #engine - Added more info to an assert that can happen in an animsequence at runtime. * CL#2449869 sebastian.kowalczyk Changed timer in visual logger to use FTimerHandle. Fixed possible issue with missing log on LogVisualizer timeline. * CL#2450394 John.Abercrombie Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack. - The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out - Fixed up function names to match the functionality of animations blending out rather than the animation ended * CL#2451683 Josh.Andersen #engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node. * CL#2452151 Ben.Zeigler #UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client * CL#2452733 Ben.Zeigler #UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction * CL#2453024 Lukasz.Furman added navigation filter to EQS pathfinding tests * CL#2453422 Ben.Zeigler #UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags * CL#2453874 Josh.Markiewicz #UE4 - check that the http module is available before attempting to remove pending http requests in mcp - prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown * CL#2453906 Josh.Markiewicz #UE4 - added IsValid function to party reservation structure - added a few more checks to validate input on reservation request - prevent empty or invalid reservation ids on reservation requests * CL#2454211 Bob.Tellez #UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree. * CL#2454353 Billy.Bramer - Fixes for issues in GE pending list implementation: - PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy - GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment - RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array * CL#2454740 Laurent.Delayen Fixed SlotNode being registered multiple times when inside of a State. (Triggered by FAnimNode_StateMachine::SetState) * CL#2455611 Ben.Zeigler #UE4 Changes to GameplayCue handling to improve network performance: Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues. FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope. Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display. Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC. Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client * CL#2455653 Ben.Zeigler #UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated. * CL#2455995 Lukasz.Furman fixed losing pending task execution data after failed search attempt * CL#2456247 John.Abercrombie - The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content) - Made it so if we detect an invalid KeyID we get the correct KeyID at runtime - This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now - Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz. * CL#2456854 John.Abercrombie Fixed crash when writing to VLog while it was making a string with invalid data * CL#2457309 Eric.Newman Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered. This fixes an issue where "kicked from game" popups would cause the user to be treated as active. * CL#2457658 Sammy.James Double-Deferred Slate Widgets will now properly render :) * CL#2458196 Lukasz.Furman proper fix for UBTDecorator_CheckGameplayTagsOnActor * CL#2458334 sebastian.kowalczyk Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server". * CL#2459893 Billy.Bramer [FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds - Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general) - Change CustomMatch query delegate to take the active effect by reference instead of making copies - Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles) * CL#2462362 Daniel.Broder Minor cleanup while investigating a crash: In FBlueprintVarActionDetails::PopulateCategories: * Split up check with && into two separate checks so the exact issue can be seen * Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value. * Made a few spacing discrepancies consistent within the function. * CL#2462580 John.Abercrombie Added a decorator that can set a tag cooldown but does not test affect BT execution flow * CL#2463013 John.Abercrombie Added extra info to VLog when we need to smash something as part of our path. - Exposed the PathFollowing log category outside of the AI Module * CL#2463138 Josh.Markiewicz #UE4 - found some compile errors when LOG_SLATE_EVENTS is 1 - doesn't actually make it work, but they were compile errors * CL#2464208 Ben.Zeigler #UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated * CL#2464231 Josh.Markiewicz #UE4 - added more descriptions to party beacon return results * CL#2466155 Lukasz.Furman added batch pathfinding test for EQS * CL#2466237 Lukasz.Furman EQS generators will now cache NavLocation of items if navmesh projection is enabled * CL#2466356 Lukasz.Furman added support for deprecated nodes in EQS editor * CL#2466358 Lukasz.Furman pathing grid EQS generator is now deprecated * CL#2466439 Lukasz.Furman added failsafe in EQS editor for recreating missing nodes * CL#2466643 Josh.Markiewicz #UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state. * CL#2466813 Laurent.Delayen Fix for weapons not showing aiming angle on simulated proxies. * CL#2467308 Bob.Tellez #UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming. [CL 2474673 by Bob Tellez in Main branch]
2015-03-10 21:41:11 -04:00
{
const FVector End = PathPoints.Last().Location + (AgentExtent ? FVector(0.f, 0.f, AgentExtent->Z) : FVector::ZeroVector);
if (CheckIntersectBetweenPoints(Box, AgentExtent, Start, End))
Merging Dev->Main up to CL#2467337 using UE4-Fortnite-To-UE4. * CL#2446826 Lukasz.Furman Back out changelist 2445212 Broken direct paths to goal, will fix it soon. * CL#2446871 Lukasz.Furman fixed path updates of direct path (FAbstractNavigationPath) #fortnite * CL#2447293 John.Abercrombie Resubmit CL 2443888 - Looks like things are working correctly, potentially due to my changes in CL 2444830 (Back out changelist 2443888 - which backed out CL 2443888 originally) * CL#2447787 Ben.Zeigler #UE4 Fix for cooking gameplay cue notifies, keep hard references to them during cooking as they get GCd out otherwise * CL#2448460 Lukasz.Furman added cleanup for duplicated subtree assets on behavior tree graph save #fortnite * CL#2449132 David.Nikdel #UE4 #DataTable #JSON: Added WriteRowAsJSON to serialize a single row from a table to Json and adjusted WriteTableAsJSON to use this internally * CL#2449208 Fred.Kimberley Fix crashes when compiling some blueprints. A recent change (2447719) added a one frame delay during blueprint compiling where some data may be NULL. Added null checks to handle this situation. #ue4 * CL#2449329 Josh.Andersen #engine - Added more info to an assert that can happen in an animsequence at runtime. * CL#2449869 sebastian.kowalczyk Changed timer in visual logger to use FTimerHandle. Fixed possible issue with missing log on LogVisualizer timeline. * CL#2450394 John.Abercrombie Part of the fix for FORT-4986 - Blaster will become inactive towards a specific player if player goes out of range during the blasters attack. - The set next montage section and wait was using callbacks from the end of the animation, rather than when it is blended out - Fixed up function names to match the functionality of animations blending out rather than the animation ended * CL#2451683 Josh.Andersen #engine - Enhanced PlaySlotAnimation by allowing looping counts as a parameter. Enhanced StopSlotAnimation by adding the ability to stop only a specific slot node. * CL#2452151 Ben.Zeigler #UE4 Fix ability block tags to correctly handle parent expansion, we want to expand the parents of the ability we're checking, not the blocked tags Fix it so AbilitySystemComponent::PlayMontage correctly sets the start section if called on a predicted client * CL#2452733 Ben.Zeigler #UE4 Fix replication bug where an actor without a root component was treated as being at 0,0,0 for computing net priority, leading to different priority based on facing direction * CL#2453024 Lukasz.Furman added navigation filter to EQS pathfinding tests * CL#2453422 Ben.Zeigler #UE4 Fix bug with FGameplayTagCountContainer, where if you added A, then A.B, then removed A, then removed A.B, A would still be in the explicit tag list. Switch to using a separate map for explicitly added tags * CL#2453874 Josh.Markiewicz #UE4 - check that the http module is available before attempting to remove pending http requests in mcp - prevents an assert in the http module that it was unloaded based on shutdown order of modules and timing of pending requests at shutdown * CL#2453906 Josh.Markiewicz #UE4 - added IsValid function to party reservation structure - added a few more checks to validate input on reservation request - prevent empty or invalid reservation ids on reservation requests * CL#2454211 Bob.Tellez #UE4 CategoryText for tags that were added by being parent tags of others is now properly registered when inserting tags into the tag manager tree. * CL#2454353 Billy.Bramer - Fixes for issues in GE pending list implementation: - PendingAdds could become out of sync due to additional removals or additions occuring during a scope lock; Removed pending add integer optimization to guarantee accuracy - GetActiveGameplayEffect(Idx) could return results in the pending list that weren't actually being actively used at the moment - RemoveActiveEffects needs to scope lock because removals can cause additional removals earlier in the array * CL#2454740 Laurent.Delayen Fixed SlotNode being registered multiple times when inside of a State. (Triggered by FAnimNode_StateMachine::SetState) * CL#2455611 Ben.Zeigler #UE4 Changes to GameplayCue handling to improve network performance: Add wrapper to FGameplayCueManager to handle batching together Execute gameplay cues. FScopedGameplayCueSendContext can be used to create a batched context, cues created during that period will all be sent after the context falls out of scope. Subclasses of GameplayCueManager can implement ProcessPendingCueExecute to do processing on the execute cues before networking and display. Fixed bug where Remove cue events would be sent twice for loose cues, deleted the RPC. Fixed bug where WhileActive/Removed cue events would happen twice on a predicted client * CL#2455653 Ben.Zeigler #UE4 Add code to support checking networking conditions like OwnerOnly for custom delta serialization used by fast tarray serialization. They were ignored before and it always replicated. * CL#2455995 Lukasz.Furman fixed losing pending task execution data after failed search attempt * CL#2456247 John.Abercrombie - The FBlackboardKeySelector ActorToCheck's KeyID is an invalid value for some reason (only occurs in cooked content) - Made it so if we detect an invalid KeyID we get the correct KeyID at runtime - This could be causing problems elsewhere, but it'll at least fix this particular issue on AIs for now - Not marking the bug fixed because it needs a real fix, this code will be removed. Passing to Lukasz. * CL#2456854 John.Abercrombie Fixed crash when writing to VLog while it was making a string with invalid data * CL#2457309 Eric.Newman Don't update LastUserInteractionTime for WindowActivated events unless it was mouse triggered. This fixes an issue where "kicked from game" popups would cause the user to be treated as active. * CL#2457658 Sammy.James Double-Deferred Slate Widgets will now properly render :) * CL#2458196 Lukasz.Furman proper fix for UBTDecorator_CheckGameplayTagsOnActor * CL#2458334 sebastian.kowalczyk Fix for issue "Pause does not stop the Visual Logger from recording data while PIEing with dedicated server". * CL#2459893 Billy.Bramer [FORT-6059] Add GE removal tech necessary to support Phil fixing AE damage clouds - Add RemoveActiveGameplayEffectBySourceEffect to ability system component (implemented via CustomMatch delegate in query so as to avoid risking query changes before OT2; query needs a refactor in general) - Change CustomMatch query delegate to take the active effect by reference instead of making copies - Fix bug with stacking where the stacking limit could be completely ignored on aggregate by target stacks if the newly added effect didn't have a valid instigator ASC (can happen on delayed application like via projectiles) * CL#2462362 Daniel.Broder Minor cleanup while investigating a crash: In FBlueprintVarActionDetails::PopulateCategories: * Split up check with && into two separate checks so the exact issue can be seen * Replaced repeated calls to MyBlueprint->GetBlueprintObj() with Blueprint, which already existed and was already assigned to that value. * Made a few spacing discrepancies consistent within the function. * CL#2462580 John.Abercrombie Added a decorator that can set a tag cooldown but does not test affect BT execution flow * CL#2463013 John.Abercrombie Added extra info to VLog when we need to smash something as part of our path. - Exposed the PathFollowing log category outside of the AI Module * CL#2463138 Josh.Markiewicz #UE4 - found some compile errors when LOG_SLATE_EVENTS is 1 - doesn't actually make it work, but they were compile errors * CL#2464208 Ben.Zeigler #UE4 Flush MustBeMappedGUIDs list after flushing dormancy, those avoids warnings the next time something is replicated * CL#2464231 Josh.Markiewicz #UE4 - added more descriptions to party beacon return results * CL#2466155 Lukasz.Furman added batch pathfinding test for EQS * CL#2466237 Lukasz.Furman EQS generators will now cache NavLocation of items if navmesh projection is enabled * CL#2466356 Lukasz.Furman added support for deprecated nodes in EQS editor * CL#2466358 Lukasz.Furman pathing grid EQS generator is now deprecated * CL#2466439 Lukasz.Furman added failsafe in EQS editor for recreating missing nodes * CL#2466643 Josh.Markiewicz #UE4 - removed cached "is talking" value as it doesn't persist across various travel mechanisms. Start/StopTalking handle their own state. * CL#2466813 Laurent.Delayen Fix for weapons not showing aiming angle on simulated proxies. * CL#2467308 Bob.Tellez #UE4 Fixed an issue where when following a redirector, a non-PIE world will be changed to the PIE world type. Also removed some log spam related to worlds while streaming. [CL 2474673 by Bob Tellez in Main branch]
2015-03-10 21:41:11 -04:00
{
bIntersects = true;
if (IntersectingSegmentIndex != NULL)
{
*IntersectingSegmentIndex = CorridorEdges.Num();
}
}
}
// just check if path's end is inside the tested box
if (bIntersects == false && Box.IsInside(PathPoints.Last().Location))
{
bIntersects = true;
if (IntersectingSegmentIndex != NULL)
{
*IntersectingSegmentIndex = CorridorEdges.Num();
}
}
return bIntersects;
}
bool FNavMeshPath::DoesIntersectBox(const FBox& Box, uint32 StartingIndex, int32* IntersectingSegmentIndex, FVector* AgentExtent) const
{
if (IsStringPulled())
{
return Super::DoesIntersectBox(Box, StartingIndex, IntersectingSegmentIndex);
}
bool bParametersValid = true;
FVector StartLocation = PathPoints[0].Location;
const TArray<FNavigationPortalEdge>& CorridorEdges = GetPathCorridorEdges();
if (StartingIndex < uint32(CorridorEdges.Num()))
{
StartLocation = CorridorEdges[StartingIndex].Right + (CorridorEdges[StartingIndex].Left - CorridorEdges[StartingIndex].Right) / 2;
++StartingIndex;
}
else if (StartingIndex > uint32(CorridorEdges.Num()))
{
bParametersValid = false;
}
// else will be handled by DoesPathIntersectBoxImplementation
return bParametersValid && DoesPathIntersectBoxImplementation(Box, StartLocation, StartingIndex, IntersectingSegmentIndex, AgentExtent);
}
bool FNavMeshPath::DoesIntersectBox(const FBox& Box, const FVector& AgentLocation, uint32 StartingIndex, int32* IntersectingSegmentIndex, FVector* AgentExtent) const
{
if (IsStringPulled())
{
return Super::DoesIntersectBox(Box, AgentLocation, StartingIndex, IntersectingSegmentIndex, AgentExtent);
}
return DoesPathIntersectBoxImplementation(Box, AgentLocation, StartingIndex, IntersectingSegmentIndex, AgentExtent);
}
bool FNavMeshPath::GetNodeFlags(int32 NodeIdx, FNavMeshNodeFlags& Flags) const
{
bool bResult = false;
if (IsStringPulled())
{
if (PathPoints.IsValidIndex(NodeIdx))
{
Flags = FNavMeshNodeFlags(PathPoints[NodeIdx].Flags);
bResult = true;
}
}
else
{
if (PathCorridor.IsValidIndex(NodeIdx))
{
#if WITH_RECAST
const ARecastNavMesh* MyOwner = Cast<ARecastNavMesh>(GetNavigationDataUsed());
if (MyOwner)
{
MyOwner->GetPolyFlags(PathCorridor[NodeIdx], Flags);
bResult = true;
}
#endif // WITH_RECAST
}
}
return bResult;
}
FVector FNavMeshPath::GetSegmentDirection(uint32 SegmentEndIndex) const
{
if (IsStringPulled())
{
return Super::GetSegmentDirection(SegmentEndIndex);
}
FVector Result = FNavigationSystem::InvalidLocation;
const TArray<FNavigationPortalEdge>& Corridor = GetPathCorridorEdges();
if (Corridor.Num() > 0 && PathPoints.Num() > 1)
{
if (Corridor.IsValidIndex(SegmentEndIndex))
{
if (SegmentEndIndex > 0)
{
Result = (Corridor[SegmentEndIndex].GetMiddlePoint() - Corridor[SegmentEndIndex - 1].GetMiddlePoint()).GetSafeNormal();
}
else
{
Result = (Corridor[0].GetMiddlePoint() - GetPathPoints()[0].Location).GetSafeNormal();
}
}
else if (SegmentEndIndex >= uint32(Corridor.Num()))
{
// in this special case return direction of last segment
Result = (Corridor[Corridor.Num() - 1].GetMiddlePoint() - GetPathPoints()[0].Location).GetSafeNormal();
}
}
return Result;
}
void FNavMeshPath::Invert()
{
Algo::Reverse(PathPoints);
Algo::Reverse(PathCorridor);
Algo::Reverse(PathCorridorCost);
if (bCorridorEdgesGenerated)
{
Algo::Reverse(PathCorridorEdges);
}
}
#if ENABLE_VISUAL_LOG
void FNavMeshPath::DescribeSelfToVisLog(FVisualLogEntry* Snapshot) const
{
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
if (Snapshot == nullptr)
{
return;
}
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
if (IsStringPulled())
{
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
// draw path points only for string pulled paths
Super::DescribeSelfToVisLog(Snapshot);
}
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
// draw corridor
#if WITH_RECAST
FVisualLogShapeElement CorridorPoly(EVisualLoggerShapeElement::Polygon);
CorridorPoly.SetColor(FColorList::Cyan.WithAlpha(100));
CorridorPoly.Category = LogNavigation.GetCategoryName();
CorridorPoly.Verbosity = ELogVerbosity::Verbose;
CorridorPoly.Points.Reserve(PathCorridor.Num() * 6);
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
const FVector CorridorOffset = NavigationDebugDrawing::PathOffset * 1.25f;
int32 NumAreaMark = 1;
ARecastNavMesh* NavMesh = Cast<ARecastNavMesh>(GetNavigationDataUsed());
if (NavMesh == nullptr)
{
return;
}
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
NavMesh->BeginBatchQuery();
TArray<FVector> Verts;
for (int32 Idx = 0; Idx < PathCorridor.Num(); Idx++)
{
const uint8 AreaID = NavMesh->GetPolyAreaID(PathCorridor[Idx]);
const UClass* AreaClass = NavMesh->GetAreaClass(AreaID);
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
Verts.Reset();
const bool bPolyResult = NavMesh->GetPolyVerts(PathCorridor[Idx], Verts);
if (!bPolyResult || Verts.Num() == 0)
{
// probably invalidated polygon, etc. (time sensitive and rare to reproduce issue)
continue;
}
const UNavArea* DefArea = AreaClass ? ((UClass*)AreaClass)->GetDefaultObject<UNavArea>() : NULL;
const TSubclassOf<UNavAreaBase> DefaultWalkableArea = FNavigationSystem::GetDefaultWalkableArea();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
const FColor PolygonColor = AreaClass != DefaultWalkableArea ? (DefArea ? DefArea->DrawColor : NavMesh->GetConfig().Color) : FColorList::Cyan;
CorridorPoly.SetColor(PolygonColor.WithAlpha(100));
CorridorPoly.Points.Reset();
CorridorPoly.Points.Append(Verts);
Snapshot->ElementsToDraw.Add(CorridorPoly);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
if (AreaClass && AreaClass != DefaultWalkableArea)
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
{
FVector CenterPt = FVector::ZeroVector;
for (int32 VIdx = 0; VIdx < Verts.Num(); VIdx++)
{
CenterPt += Verts[VIdx];
}
CenterPt /= Verts.Num();
FVisualLogShapeElement AreaMarkElem(EVisualLoggerShapeElement::Segment);
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
AreaMarkElem.SetColor(FColorList::Orange);
AreaMarkElem.Category = LogNavigation.GetCategoryName();
AreaMarkElem.Verbosity = ELogVerbosity::Verbose;
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
AreaMarkElem.Thicknes = 2;
AreaMarkElem.Description = AreaClass->GetName();
AreaMarkElem.Points.Add(CenterPt + CorridorOffset);
AreaMarkElem.Points.Add(CenterPt + CorridorOffset + FVector(0,0,100.0f + NumAreaMark * 50.0f));
Snapshot->ElementsToDraw.Add(AreaMarkElem);
NumAreaMark = (NumAreaMark + 1) % 5;
}
}
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
NavMesh->FinishBatchQuery();
//Snapshot->ElementsToDraw.Add(CorridorElem);
Merging using UE4-Fortnite-To-UE4 up to CL 2082758 Includes following engine CLs: CL 2080462: Added verbosity selection to category filters in Log Visualizer window CL 2081939: Fixed crash in Log Visualizer and missing entry on timeline with log containing only 2 entries. CL 2082118: Fixes and improovements for VisLogs - fixed logs visualization for logs with only one entry (Log Visualizer window) - fixed logs spam about missing json field (Log Visualizer window) - fixed crash with categories in Log Visualization window - added category and verbosity serialization for vislog shape elements (vlog files) CL 2080253: Added categories to VisLog shapes CL 2081762: Fixes to Log Visualizer. Logs without any log lines but with geometry elements are set on timeline properly. CL 2081859: Added double click to Log Visualizer action, to move editor camera to view current log location CL 2080159: Gameply Tag Pin now only allows single select #TTP 335383 - Editor: GameplayTag Pin should only allow a single selection #proj UE4 #change Removes all other tags from the correct container when in single select mode, was a missed variable change from a previous TTP CL 2081306: Made changes to navigation filters that allow for usage of virtual verstion dtQueryFilter #UE4 The scary part here is that having a dtQueryFilter contan a vftable was messing up FRecastQueryFilter's vftable it was getting from INavigationQueryFilterInterface. Reversing order of parent clas declaration of FRecastQueryFilter fixed the issue, but it's scary and looks like a compiler issue. [CL 2088758 by Billy Bramer in Main branch]
2014-05-29 17:46:51 -04:00
#endif
}
FString FNavMeshPath::GetDescription() const
{
return FString::Printf(TEXT("NotifyPathUpdate points:%d corridor length %d valid:%s")
, PathPoints.Num()
, PathCorridor.Num()
, IsValid() ? TEXT("yes") : TEXT("no"));
}
#endif // ENABLE_VISUAL_LOG